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Grimmshade
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Posts: 209
Joined: Wed 05 May 2021, 23:15

Dog Catcher weapons?

Fri 08 Oct 2021, 21:13

What exactly do the catch poles and nooses do?
Are they in a book somewhere and I'm just missing them?
 
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Grimmshade
Topic Author
Posts: 209
Joined: Wed 05 May 2021, 23:15

Re: Dog Catcher weapons?

Sun 10 Oct 2021, 15:22

As far as I can tell these weapons don't appear detailed in any of the books so far.
I'd give them +1 to Grapple. Grapple in short range instead of engaged. Encumbrance 1.
Can also be used as a club.
 
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Angelman
Posts: 358
Joined: Sun 11 Apr 2021, 12:46

Re: Dog Catcher weapons?

Wed 10 Nov 2021, 12:29

Hey, guys,

I'm gonna ask my noob question here since it's tangentially related to the OP subject.

So... are YT Dog Catchers the same as YT Commandos?`(I.e. the pulserifle company dudes from Alien3?). Is "Dog Catcher" just a nickname, or are these actually two different units?
"And the rain sets in,
it's the Angelman.
I'm deranged".
--David Bowie, I'm Deranged
 
Lord Drah'Kan
Posts: 27
Joined: Mon 23 Nov 2020, 18:31

Re: Dog Catcher weapons?

Wed 10 Nov 2021, 12:59

@ Angelman: Dog catchers are at least commandos, it is safe to assume the team in Alien 3 are dogcatchers.
DOG CATCHERS
Weyland-Yutani maintains a commando corps
trained to handle and capture Xenomorph
specimens. Called the Dog Catchers, these
corporate security units usually include
four commandos, two animal containment
specialists, a science team, and a chief surgeon—
often led by a high level corporate exec.
These commandos wear APE suits (see Chapter
6), carry pulse rifles, and utilize specialized
capture equipment. Unfortunately, most of
the information Weyland-Yutani has gathered
about the Xenomorph and its subspecies is
based on secondhand reports, and therefore
these teams are often ill-equipped to deal
with the actual threat the creatures represent
 
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Angelman
Posts: 358
Joined: Sun 11 Apr 2021, 12:46

Re: Dog Catcher weapons?

Fri 01 Mar 2024, 23:18

So, new thoughts on the Dog Catcher pole thingy ("catch pole and containment gear" per CMOM p.220), 'cause these haven't been detailed anywhere, right? How does this look to you guys?

CATCH POLE: Bonus +2, DMG 1, RNG Short*, Wt. 2 Enc., $50, Armor Doubling, Catch Noose**
*This is the main advantage of this weapon; you can fight the critter while keeping it at bay.
**You can achieve the Grapple stunt at Short RNG. You do not fall to the ground (although your opponent effectively does). The grappled critter either attack anyone else they're Engaged with, or try to break free—which spends their Actions/Signatur Attack that Initiative slot, and succeeds if they (the opponent) overcomes you on an opposed HEALTH roll (roll current Health number of dice) against your CLOSE COMBAT. Holding on to the Catch Pole requires you to spend a Fast Action each turn (although only one is needed regardless of the critter's Speed/Initiative slots)
"And the rain sets in,
it's the Angelman.
I'm deranged".
--David Bowie, I'm Deranged
 
Lurker01
Posts: 17
Joined: Mon 13 Jul 2020, 22:42

Re: Dog Catcher weapons?

Thu 07 Mar 2024, 23:41

Bonus -1 because it's long and unwieldy and requires effort to use. Give the handler the Animal Husbandry talent from BBW or Weapon Specialist - Catchpole to counteract. Damage 1 is ok. Weight 2 also good. Special - A successful attack with this weapon means your opponent is "Grappled". Any attempt to break free is made at -2. Any failed attempt to break free causes another point of damage as the struggle causes the noose to constrict. May be used as a club but armour is doubled and can be used to block a close combat attack without the handling penalty.

Now for a netgun, portable sonic pulse disruptor, tranquilliser rifle and lightweight mail armour.
 
Wolfclaw
Posts: 55
Joined: Tue 17 Sep 2019, 10:29

Re: Dog Catcher weapons?

Mon 18 Mar 2024, 12:00

Bonus -1 because it's long and unwieldy and requires effort to use. Give the handler the Animal Husbandry talent from BBW or Weapon Specialist - Catchpole to counteract. Damage 1 is ok. Weight 2 also good. Special - A successful attack with this weapon means your opponent is "Grappled". Any attempt to break free is made at -2. Any failed attempt to break free causes another point of damage as the struggle causes the noose to constrict. May be used as a club but armour is doubled and can be used to block a close combat attack without the handling penalty.

Now for a netgun, portable sonic pulse disruptor, tranquilliser rifle and lightweight mail armour.
I've homebrewed stats for tranquilliser gun/rifle, netgun, hunting rifle, bear trap. I still need to make some of the items more detailed in description and special properties, but I wouldn't mind if someone else takes a look at what I've made up. This was all made up for my homebrew career Hunter. :)

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