Custom Homebrewed Weaponry
Posted: Fri Apr 09, 2010 1:59 pm
I know this has been done before, but I thought i'd throw up my own version
Name: Xperimental Voyd Kannon
Type: Two Handed Man Portable Cannon
Cost: 50 CP
Damage: Variable (2d6)
Effects:
Whenever a double is rolled or a result of 11 occurs, roll a d10 on the chart below:
1- Meltdown: The gun shatters, opening a temporal rift. A black hole occurs directly on top of the wielder, sucking the minifig into it never to be seen again.
2- Backfire: The gun shakes and bursts with etherial power. Minifig wielding it takes 1d10 damage, gun is destroyed.
3- Miscalculation: The gun fires, but in t
4- Kaboom!: The gun fires normally, dealing 2d6 damage.
5- Split Shot: The gun fires a dual blast, adding an extra 1d6 worth of damage to it's normal ammount.
6- Tri Beam: The gun fires off three shots, dealing a whopping 3d6 damage!
7- Whoops!: There is a malfunction in the firing and generator matrixes, causing the gun to teleport the wielder to the spot he fired!
8-9 Overload: The shot is slightly amp'd from a power surge in the vortex generators, causing the blast to be 1d6 times stronger than normal.
10-11 Critical Mass:
12- Uh Oh!: The weapon works too well. A black hole forms where the shot was fired, sucking everything into it within a 6d6 inch range, the victims disappearing with a loud burping sound never to be seen again
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Name: Element Gun
Type: Single Handed Pistol or Two Handed Rifle
Cost: 25 CP
Damage: Variable (2d6 lightening damage)
Effects:
Whenever a double is rolled, do a quick 1d6 roll on the chart below:
1-2: Healing Waters: All minifigs within a 3 inch radius of the shot are healed of all wounds. Dead minifigs are revived for one last turn (cannot be done more than one time per minifig)
3-4: Nature Wall: A wall of plants and trees forms a 2 inch circle around the wielder, giving him a +2 armor boost. He losses this bonus after 50% of the foliage is destroyed, or is set on fire.
5: Raise Golems: 1d6 golems rise from the earth, attacking the nearest enemy. It has the stats of a normal minifig.
6: Pyromatic Cataclysm: The sky turns red as large flaming meteors hit the earth around the wielder, dealing 1d20 damage to everyone within 6 inches.
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Name: Dispertion Gun
Type: Two Handed
Cost: 10 CP
Damage: 1d6
Effect:
Whenever damage is dealt, the reciever takes 1d6 inches of knockback from the blast in the opposite direction. Criticals (roll of 6) causes instant death, the minifig being blown to pieces by the sonic blast. Robots, droids, cyborgs, and other related hardware are temporarily shut down for 1d6 turns on criticals.
Name: Xperimental Voyd Kannon
Type: Two Handed Man Portable Cannon
Cost: 50 CP
Damage: Variable (2d6)
Effects:
Whenever a double is rolled or a result of 11 occurs, roll a d10 on the chart below:
1- Meltdown: The gun shatters, opening a temporal rift. A black hole occurs directly on top of the wielder, sucking the minifig into it never to be seen again.
2- Backfire: The gun shakes and bursts with etherial power. Minifig wielding it takes 1d10 damage, gun is destroyed.
3- Miscalculation: The gun fires, but in t
4- Kaboom!: The gun fires normally, dealing 2d6 damage.
5- Split Shot: The gun fires a dual blast, adding an extra 1d6 worth of damage to it's normal ammount.
6- Tri Beam: The gun fires off three shots, dealing a whopping 3d6 damage!
7- Whoops!: There is a malfunction in the firing and generator matrixes, causing the gun to teleport the wielder to the spot he fired!
8-9 Overload: The shot is slightly amp'd from a power surge in the vortex generators, causing the blast to be 1d6 times stronger than normal.
10-11 Critical Mass:
12- Uh Oh!: The weapon works too well. A black hole forms where the shot was fired, sucking everything into it within a 6d6 inch range, the victims disappearing with a loud burping sound never to be seen again
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Name: Element Gun
Type: Single Handed Pistol or Two Handed Rifle
Cost: 25 CP
Damage: Variable (2d6 lightening damage)
Effects:
Whenever a double is rolled, do a quick 1d6 roll on the chart below:
1-2: Healing Waters: All minifigs within a 3 inch radius of the shot are healed of all wounds. Dead minifigs are revived for one last turn (cannot be done more than one time per minifig)
3-4: Nature Wall: A wall of plants and trees forms a 2 inch circle around the wielder, giving him a +2 armor boost. He losses this bonus after 50% of the foliage is destroyed, or is set on fire.
5: Raise Golems: 1d6 golems rise from the earth, attacking the nearest enemy. It has the stats of a normal minifig.
6: Pyromatic Cataclysm: The sky turns red as large flaming meteors hit the earth around the wielder, dealing 1d20 damage to everyone within 6 inches.
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Name: Dispertion Gun
Type: Two Handed
Cost: 10 CP
Damage: 1d6
Effect:
Whenever damage is dealt, the reciever takes 1d6 inches of knockback from the blast in the opposite direction. Criticals (roll of 6) causes instant death, the minifig being blown to pieces by the sonic blast. Robots, droids, cyborgs, and other related hardware are temporarily shut down for 1d6 turns on criticals.