Even More Gizmos!

Joseph Flashpan's Flamepistol

Submitted by Scott Hacker of Chicago USA

Sciences needed: Engineering & Chemistry
Poker Hand for Blueprint: Full House
Construction TN: 15
Construction Time: 5 weeks (250 hours approx)

In an effort to stop the use of clumsy, dangerous flamethrowers sold by such incompetant companies like Smith & Robards, Joseph Flashpan created the flamepistol, a device of much higher quality than it's antiquitated predecessor. This marvel carries all the firepower of normal throwers in a one handed size not much larger than a pistol! Not only that, but the flamepistol uses hydrogen as it's fuel source. This fuel can be obtained for free at any nearby water source, thanks to another wonderful device, the water separator. No more spending huge amounts of money on Ghost Rock! Furthermore, the flamepistol retains all the handy features of the S&R device, such as a fuel dial (select a shot) and a muzzle choke. The whole device is armoured to prevent explosion, and the fuel can be replenished by changing the self sealing gas canisters.

Operation - The flamepistol functions exactly like a flamethrower with a few exceptions:
1)The user requires the Shootin':Flamepistol aptitude
2)The range of the weapon is a max of 15
3)The whole weapon has an armour rating of 2
4)The weapon can be reloaded by switching gas canisters taking two actions

The water separator is a water tank with an electrostatic capacitor in it, attached to a hand crank. 1 litre of water and two minutes of cranking fills one gas canister

WEAPON SHOTS DAMAGE SPEED ROF RANGE RELIABILITY COST Flamepistol 30 d12 1 1-6 15max 18 $6000?

GIZMO RELIABILTY SCIENCES POKER HAND CON TN CON TIME Water Separator 19 physics straight 11 40 hours

Malfunctions
Flamepistol - same as flame thrower
Water Separator - same as vapour collecter in S&R, but no chance of contracting Ghost Rock fever


Joseph Flashpan's Flechette Ammo

Submitted by Scott hacker of Chicago USA

Sciences needed: Engineering & Chemistry
Poker Hand: 3 of a Kind
Construction TN: 7
Construction Time: 8 hours per half dozen

While the good doctor is opposed to the destruction of human life he feels no such pacifism towards the creatures of the reckoning. These ammunition rounds were created to combat these abominations quickly and painfully. The round consists of hundreds of razor sharp bits of metal pressed into a bullet shape, with an extra strong charge on the end. When the bullet is fired from an ordinary gun the metal bits break free in the air, creating a stream of of shrapnel flying toward the unfortunate target at the speed of sound!

Game Effects
A weapon loaded with Flechette rounds causes one more dice of damage at a higher dice type. ie 3d6 pistol damage becomes 4d8, and 4d8 rifle damage becomes 5d10. Unfortunately the metal bits have a hard time penetrating armour, double the effects of all armour hit with Flechette rounds (armour of 1 becomes 2, armour of 2 becomes 4 etc). Also, due to the extra strong charge of the round all shots made with Flechette ammo suffer a -2 penaly to the roll to hit

Malfunctions
Roll every time a Flechette round is discharged (reliabilty is 18)
Minor Malfunction: Click - the round doesn't go off this action, try again later
Major malfunction: The round goes off but the bullet doesn't disintigrate. All damage bonuses are lost but all penalties still apply (-2 hit modifier and extra armour penalty)
Catastrophie: The round tears itself apart inside the barrel. The firer takes no damage but the weapon is destroyed


Joseph Flashpan's Safety Bullets

Submitted by Scott Hacker of Chicago USA

Sciences needed: Chemistry & Physics
Poker hand for Blueprint: Two Pair
Construction TN: 7
Construction Time: 8 hours per dozen

Dedicated to the preservation of human life, Dr. Flashpan developed these bullets to take down threats without causing permanent injury. They are made of a thick gelatinous substance that flattens out on impact, distributing it's energy over a wider area. This effect stuns the target with minimal chance of drawing blood

Game effects: A weapon loaded with safety bullets rolls damage as normal, but when resolving the damage no wounds are assigned, instead inflict 5 wind in place of each wound. From Smith & Robards the bullets cost $3 each and have a reliability of 16.

Reliabilty - Roll every time a weapon loaded with Safety Bullets is fired

Minor Malfunction: The gel melts in the barrel, requiring 5 minutes to clean out. This shot is wasted
Major Malfunction: The gell bullet calcifies in the air when fired, if the shot hits then normal damage is incured rather than "safety" damage
Catastrophie: The bullet melts in the barrel of the gun and then calcifies. The weapon is ruined and the shot wasted


Mk IV Elevator-O-Tron

Submitted by Lon Teal of New Zealand

Sciences needed: Engineering
Poker Hand to create Blueprint: Straight
Construction TN: 11
Construction Time: 3 days (or 48 hours)

The prototype of the Elevator-O-Tron is essentially a grapnel launcher that was designed by McPherson after studying the blueprints for several similar but failed devices. Instead of using a powerful spring to launch the grapnel this version uses a modified shotgun moanted onto the forearm of a jointed steel strut that is worn over the users arm. The shotgun fires a blank cartridge which shoots a foot long spike-tipped grapnel. The grapnel (which has spring-opening hooks) is attached via a strong cable through a series of pulleys up the arm to a spool mounted on a hefty back unit. The back unit also contains a small but powerful ghost rock engine which powers the winch to draw the user up the cable once the grapnel spike is secured.
The launcher may also act as a single barrelled scattegun if loaded with live shells

GIZMO SPEED ROF RANGE RELIABILTY COST Grapnel 2 1 +1/5 17 $600

Game Notes:
It takes two actions to aim and fire the grapnel launcher and an onerous(7)Deftness check to snare the grapnel. It takes two actions to reload the grapnel. The Elevator-O-Tron can support two normal sized people. The Elevator-O-Tron moves at a pace of 5 when drawing a load up the cable. The gizmo is solid enough to provide 1 point of armour to the users back and arm. The Marshal secretly rolls a d8 when the gizmo begins it's ascent. On a 1 the grapnel tears free of it's purchase and drops any passengers. Whilst the launcher is worn all tasks performed involving that arm are at -1.

Reliability - roll when the elevator-o-tron starts winching...

Minor Malfunction: When thrown into gear the ghost rock engine stalls and must be restarted
Major Malfunction: The Engine stalls halfway up the cable. It's kinda tricky to restart when dangling by one arm...
Catastrophie: The shotgun explodes! This causes 4d8 damage on the users arm. The elevator-o-tron is now unusable until repaired


The E. Wallagh "People Leveller"

Submitted by Lon Teal of New Zealand

Sciences needed: Engineering
Poker Hand: 3 of a Kind
Construction TN: 9
Construction Time: 18 hours

This dangerous weapon is reportedly in the hands of an infamous Mexican bandito. Essentially it is a carbine with eight clustered barrels, loaded with .45 short, which are all discharged at the same time with a single pull of the trigger. Because the barrels diverge very slightly the shots spread rather like a shotgun pattern, but is fired using the Shootin':Rifle aptitude

WEAPON SPEED SHOTS AMMO DAMAGE ROF RANGE RELIABILITY COST Leveller 2 8 .45 pistol 3d6 8 +1/10 18 $450

When fired the Leveller is treted like a shotgun in that it adds +4d6 bonus dice to the hit roll at close range, dropping by a d6 every 10 yards
Once a successful hit is scored the fun really starts! Since the shots diverge the Leveller has a varying spread due to range. Anyone within the spread will get struck by a random number of shots (see below) depending on a dice roll. Note that not more than 8 hits can be scored on the targets as the Leveller only fires a maximum of 8 shots!

Range Hit Bonus Spread Hits per target 1-10 +4d6 2 1d8 11-20 +3d6 3 1d6 21-30 +2d6 4 1d4 31-40 +1d6 5 1d4/2 41+ zip 6+ 1
The Leveller is reloaded 1 cartridge at a time and cannot be Speedloaded
Reliability: Make a Reliabilty check every time the sucker is fired

Minor Malfunction: The Leveller jams it's eight firing pins - a Fair(5)Tinkerin' roll and a thump against the nearest wall can fix it on the next action
Major malfunction: That thump didn't help things any. Make a Hard(9)Tinkerin' roll to put things right
Catastrophie: One thump too many - BOOM! The Leveller explodes and is destroyed! The firer takes 1d6 hits from the leveller to his person (random locations for each hit at 3d6 damage per hit). Ahhhh yes, the Marshal's sweet revenge...


Dr. Falshpan's Flare Compensation Goggles

Submitted by Scott Hacker of Chicago, USA

Sciences needed:Physics & Chemistry
Poker Hand for Blueprint: Three of a Kind
Construction TN: 9
Construction Time: 8 hours

This amazing invention uses a pair of specially coated polarised lenses to protect the wearer's eyes from overly bright light. While wearing these goggles one can stare into the sun, ignore flash grenades, or gaze into the magical fireworks of a "Bedazzle" hex. The goggles also slightly enhance the wearers eyesight in the darkness, reducing penalities due to darkness by 2

The goggles have a reliabilty of 16 if bought from a gizmo retail store (such as Smith & Robards) and cost around $300. Roll reliabilty everytime a flash occurs and the Goggles are being worn:

Minor Malfunction: The goggles do not operate at full efficiency Instead of negating all blindness modyfiers caused by flashes, the goggles halve all penalties
Major Malfunction: The goggles fail entirely and the user suffers the full flash penalties
Catastrophie: A chemical reaction causes the lenses to shatter, the wearer takes 3d6 damage to his eyes (noggin) and is blinded until all wounds caused are healed


Joseph Flashpan's Light Grenade

Submitted by Scott Hacker of Chicago, USA

Sciences Needed: Chemistry
Poker Hand for Blueprint: Two Pair
Construction TN: 9
Construction Time: 12 hours per grenade

The grenade consists of a glass orb roughly the size of a human fist. Within is a mixture of powdered Ghost Rock, sodium, and magnesium - all specially treated so that upon exposure to air the compound ignites and creates an intensly blinding flash, visible for several miles at night and effectively blinding every soul within 100 yards!
In game terms the flash occurs when the globe is broken (usually by throwing it at the ground) and everybody nearby who witnesses this must make a Cognition check at TN 15. Every 20 yards from the flash 3 is subtracted from the TN making the range about 100 yards. Anyone failing this roll has stared into the light and is temporarily blinded by the bright flash - subtracing -8 from all rolls asosciated with sight (ie shooting and fighting!) for the next five rounds (but may be left with a smaller modifier afterwards of perhaps -1 or -2 for up to 30 minutes if the flash was witnessed at night). If the Cognition roll is passed then penalty is reduced to -4. A raise on the roll totally negates the penalty. Botching this roll causes a longer period of blindness - 3d6 hours in total!
Obviously if one realises a flash grenade is about to be used and recognises it for what it is then she may try to "vamoose" normally to cover her eyes - thus a Cognition roll is not needed.

Reliabilty of the grenade is 19 and has a thrown range of +1/10 and max range same as throwers Strength die type times 5

Malfunctions! Roll reliabilty every time a grenade is used

Minor Malfunction: Weak flash. The effective radius of the flash is reduced to 25 yards and the Cognition TN becomes 7
Major Malfunction:The powder fails to ignite and the grenade is wasted
Catastrophe!: The grenade explodes in the throwers hand! This does 4d8 damage to his arm and blinds him for 3d10 hours!


Professor Flashpan's Rocket Flare

Submitted by Scott Hacker of Chicago, USA

Sciences Needed: Chemistry & Physics
Poker Hand: Two Pair
Construction TN: 7
Construction Time: 12 hours

Another of the good professor's flash orientated devices is the Rocket Flare which consists of three separate parts. The first is the "core" and is made up of Ghost Rock, magnesium, and coal. When ignited the core will give off a very bright and long burning light. The second part is an asbestos parachute which is resistant to the heat given off by the core. The final part of the flare is a tiny rocket engine, allowing the whole thing to be launched into the air like a firework!
The 3 parts are attached together and encased in a steel tube about 1 foot in length. To activate the flare a button on the bottom is depressed and the rocket ignited. The flare shoots 100 yards up into the air with a brilliant glow (taking 1 round) and then the parachute deploys and the flare falls slowly to the ground whilst illuminating an area of darkness roughly equal to twice its height in radius. The flare descends at a pace of roughly 10 yards per round, so allows for 10 rounds of illumination over a radius of 200 yards, which decreass by 20 every round
It is possible to use the flare as a weapon, causing 1d10 damage on a target if a Shootin'pistol roll to hit is passed at a -2 penalty. Due to the rocket's wild nature the range of such a shot is +1/5. Firing the flare at a solid object, such as a wall, will destroy the core and puts out the flare

Malfunctions!: Roll reliabilty (18) when the flare is used

Minor Malfunction: The flare fails to ignite and the device is wasted
Major Malfunction: The rocket fails but the flare goes off! This does 2d6 damage in burns to the users hand
Catastrophe: The rocket explodes! The user takes 2d10 damage to his person and is blinded for 3d6 rounds from the flash of the core!

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