Part of the Zombies ruleset
Special Improvised Weapons:
|Improvised Melee Weapon||Damage||Critical||Damage Type||Range Increment||Size||Weight|
|Aerosol & Lighter||1d6 fire||20||Fire||5 ft max||Tiny||1 lb|
|Bottle||1d3||20||Bludgeoning then slashing||5||Tiny||1 lb|
|Bowling Ball||1d4||20||Bludgening||10 ft. (20 ft roll)||Medium||5 lbs|
|Buzzsaw Blade||1d4||20||Slashing||15 ft.||Small||1 lb.|
|Nailgun (battery operated)||1d10||20||Piercing||10||Medium||12 lbs.|
|Water Pistols||N/A||N/A||Special||See text||Small|
Aerosol and Lighter
Everyone’s favourite home-made ﬂame thrower. Only effective up to ﬁve feet, but deals 1d6 ﬁre damage.
If a bottle breaks, it becomes a broken bottle rather than useless.
If properly bowled (on an uncluttered, ﬂat and hard surface) a creature hit by a bowling ball must make a Reﬂex save (DC equal to the attack roll) or be knocked prone.
These deal 1d3 damage. Any character with armour of any kind is dealt only 1 damage on a successful attack.
A character using this weapon in melee takes 1d2 damage every turn unless they wear heavy gloves. If thrown, this weapon deals 1d4 damage.
A character using this weapon in melee takes 1 damage every turn unless they wear heavy gloves.
A ranged weapon that normally has a range of 10 feet, deals 1d10 damage and normally has a ‘magazine’ of 50nails. It can also be set to shoot on autoﬁre.
Often stolen from small children to serve as holy water dispensers. A water pistol ﬁres a 10-foot long line of water that deals no damage in itself, but will hit all creatures and objects in its path. No attack roll is necessary. Any creature caught in the line can make a Reﬂex save (DC 15)to avoid it completely. Creatures with cover get a bonus on their Reﬂex save