Sunday, May 7, 2017

Savage World: Equipment for Atlantis


I've been reading a couple of Atlantean based things. One is Richard Ellis' 'Imagining Atlantis' and I still have GURPS Atlantis. I think the stuff is pretty neat, and Savage Worlds already gives us the Atlantean race if you want to use straight Atlantean characters. So, let's say you want to go exploring sunken cities or underwater. Here's some equipment that might help along with the knives and bangsticks.



Name
Range
Damage
Cost
Weight
Shots
Min. Str.
Notes
Speargun
15/30/60
2d6
300
5
1
d6
AP 2, 1 Action Reload
Pistol (Aquatic)
6/12/24
2d6
300
3
17
-
AP 1, SA
M8 Micro-Torpedo Launcher
24/48/96
5d6
600
10
6
d6
LBT, HW, Has Arming Distance of 20” (40 yrds)



Driver with an M8 Micro

Notes:

-The pistol is based off weapons such as glocks that can kind of fire underwater. The range is a rough reflection that pistols are reduced underwater, but I wouldn't be surprised if the range should be even lower.


-The M8 Micro-Torpedo Launcher is based off the Boomer Gyrojet from the Sci-Fi companion.











Deep Sea Power Armor (DSPA)

Type: Light Power Armor
Pace: 8 / 6 (Underwater)
Armor: +8
Notes: Propulsion Jets, Self-Sealing, Trauma System, Targeting System, Power Pack

-Propulsion jets allow the aquanaut to move at 6 per round.

-Self-sealing seals any minor breaches before water can fill into the armor. A GM might have a suit test to make sure the sealing works in time (such as a d8 equipment check) a -2 might be imposed depending on the pressure the suit is facing.

Targeting System: Grants a +2 bonus to Ranged Attack rolls.

Power Pack: Extra Power Cells power the armor for up to 72 hours.

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