Weapons

Weapons

As magic has woven its way into every aspect of life in the Commonwealth, it can only be expected that would eventually translate into weapons of war. In fact, during the Unification War, the invention of new and terrible ways to kill enemy armies ran pell mell and unabashed for decades. There is almost certainly no limit to the type and variety of personal or military weaponry that could be created. Below is a small list of styles and types of weapons readily available on the legitimate market (or even blackmarket).  

Terminology for Weapons

Cost. The price, in Commonwealth notes, to purchase Damage. The amount of edge burned or damage dealt to a creature when hit. Armor Prot is subtracted from this number Range. Listed as Short/Long ranges. Anything within Short range is a standard attack roll, while any attacks up to Long range is at disadvantage. Attacks beyond the listed Long range are ineffective. Reload. When a weapon runs out of ammo, it requires a reload. The wielder must spend an Action to put more ammunition in the weapon.  

Properties

Accurate. Ranged weapons with the Accurate weapons trait deal an extra dice of damage for every 3 points the attack roll is over the targets defense, instead of every 5.   Ammo. The amount of shots a ranged weapon can take before requiring a reload action.   Blast. A weapon with Blast will knock a target back from the impact location if they fail the Dexterity saving throw listed in parenthesis. Ex: Piney; Blast 5' (DC 10)   Cloud. This weapon trait produces a cloud of material with a diameter of the given radius. Clouds obscure vision and line of sight is blocked if it passes through the clouded area. The clouded area is considered heavily obscured.   Cone. Weapons with the cone trait deal the listed damage in a cone with a size listed in the entry if they fail a Dexterity saving throw. Ex: Shotgun; 2d6 (Acid Spray 20' (DC: 14) - this means the shotgun deals damage in a 20' cone of acid. The distance listed in the range entry is the maximum distance of the effect.   Crew-Served. Weapons with this trait are best used by a crew equal to the number inside the parenthesis. Ex: Crew-Served(2). Any number less than the number listed means the weapon is fired at disadvantage; or targets have advantage on any saving throws against the weapon.   Finesse. Melee weapons with the finesse trait use Dexterity or Strength bonus (whichever is higher) to hit. They add the wielder's Dexterity or Strength bonus to damage.   Elemental Acid. Creatures who fail their saving throw against an elemental acid attack reduces the AC of armor worn by -1. This affects both physically worn armor and natural armor. Additionally, the target gains the Poisoned condition until the end of their next turn.   Elemental Aether Aether is the fifth element and is colloquially referred to as just "magic". Aether items hit their target with a magical attack that avoids most resistances, but also has no special effects related to it. Aether is also often easier to acquire than other True Elements.   Elemental Cold. Targets hit by the pervasive chill of elemental cold are slowed (per the spell) for a number of rounds equal to the number of damage die rolled in the attack. If the target succeeds in a DC 12 Constitution saving throw, they are not slowed.   Elemental Fire. A target failing a DC 12 Dexterity saving throw against an elemental fire attack catches fire and suffer 1d6 fire damage for each round they are burning. A burning target may extinguish the flames by taking a full action (move and standard action) to put out the flames.   Elemental Lightning. When a target is struck by an elemental lightning effect, they must make a DC 12 Constitution saving throw. If they fail, they drop everything they are carrying and suffer disadvantage on all actions for a number of rounds equal to the number of damage dice rolled on the initial attack.   Elemental Poison. Creatures struck by elemental poison effects gain the poisoned condition and lose a number of Strength or Dexterity attribute points equal to the number of damage dice rolled for the initial attack. If they make a DC 12 Constitution saving throw, they are poisoned for just 1 round and do not lose any points from their ability scores.   Elemental Thunder. Targets struck by elemental thunder gain the deafened condition if they fail a DC 12 Constitution saving throw. This effect last for a number of rounds equal to the number of damage dice rolled on the initial attack.   Line. Weapons with this trait deal their listed damage to all targets in a straight line from the attacker. Line trait weapons only have one range listed - this is the maximum distance the line can reach.   Precision. Ranged weapons with the Precision weapons trait deal a Critical Hit on the number specified in parenthesis. The entry will be "Precision (19-20)", meaning the weapon scores a critical hit on a roll of 19 or 20 on a d20 attack roll.   Repeater. Ranged weapons with the Repeater weapons trait make the number of attack rolls indicated in the parenthesis as a single attack action. All attacks when using this weapons trait are all at disadvantage   Suppress. A ranged weapon with the Suppress weapon trait is capable of project a large amount of firepower in an area in front of it. An attacker using suppress does not make a standard attack roll. Instead every target in a cone that is not in cover, must make a Difficult (DC 14) Dexterity saving throw or suffer the listed damage. Any target that moves through the area or that was in cover and attempts to move out of the area between the end of the attackers turn and the start of their next turn must also make this saving throw. This effect lasts until the start of the attackers next turn.   If a target is Prepared, but without cover, they lose the Prepared condition and must make the above saving throw. If they have cover available, they may instead choose to lose the Prepared condition. If they do so, they are not required to make the saving throw. If they remain Prepared, they must make the saving throw as stated above.   Entries for suppressing weapons are as follows: Suppress(20) 100' (DC 14) - this means everyone within or moving through a 100' cone in front of the attacker must make a Dexterity saving throw against the listed DC or suffer the listed damage for the weapon. Additionally, the number in parenthesis is the amount of ammo the wielder expends to use the Suppress trait of the weapon.   Elemental Weapons and Suppress. For elemental weapons without ammo, the attacker must make a DC 8 weapons check (d20+Proficiency bonus) after making a Suppress attack. If the check fails, the elemental mote inside the weapon has been depleted and must be replaced. For each consecutive round the elemental weapon is fired, add +2 to the DC of the weapons check.  

Melee

Light Melee
Knife. Cost: 1 note; Damage: 1d4 S/P; Traits: Finesse
Stryker Scorpio. Cost: 250 notes; Damage: 1d4 S/P; Traits: Elemental Poison (Recharge: 5-6), Finesse
Club. Cost: -; Damage: 1d6 B; Traits: None
Garrotte. Cost: -; Damage: Special; Traits: Grapple Damage (1d6 If you successfully grapple an opponent of your size or smaller, you deal 1d6 + Str damage to them each round you hold the grapple.
Brass Knuckles. Cost: 2 notes; Damage 1d4 B; Traits: None
  Medium Melee
Sword. Cost: 20 notes; Damage: 1d8 S; Traits: None
Mace. Cost: 11 notes; Damage: 1d6 B; Traits: None
Police Baton. Cost: 15 notes; Damage: 1d6 B; Traits: Trip
Hatchet. Cost: 12 notes; Damage: 1d6 S; Traits: None
  Heavy Melee
Zweihander. Cost: 110 notes; Damage: 1d10 S; Traits: Two-handed
Battle Axe. Cost: 95 notes; Damage: 2d4 S; Traits: Two-handed
Spear. Cost: 50 notes; Damage: 1d8 P; Traits: Brace
 
While firearms were rapidly coming to the forefront of weaponry in the years before the Void, the new access to magic has permeated the designs of most of the weapon manufacturing syndicates. While more expensive than their mundane counterparts, they often have significantly better attributes as well.
Your average gutter rat won't be packing one of these, but many suits and badges will. It's always a good idea to have an aetherist with you who can peer into the Void and check things out before you approach a couple of stiff on the job.
~Samael "Sammy" Knussbay, Private Eye, Besmelba Investigations
 

Ranged

Hold-Outs and Light Ranged
Brexa Pepperbox. Cost: 120 notes; Type: kinetic; Range: 10/15'; Damage: 1d4 P; Traits: Blast 5' (DC: 10)
Njordson Chiller Model 30. Cost: 200 notes; Type: apiom; Range: 15/-'; Damage: 1d3 Cold; Traits: Cone 15' (DC: 12)
Northwind Hold-Out. Cost: 100 notes; Type: kinetic; Range: 20'/30'; Damage: 1d4 P; Traits: Ammo (6)
Perga Spark II. Cost: 250 notes; Type: ionia; Range: 10/20'; Damage: 1d4 Lightning; Traits: Elemental Lightning
Sezka-Merx Firespray. Cost: 220 notes; Type: phlogiston; Range: 10/20'; Damage: 1d4 Fire; Traits: Elemental Fire, Repeater (1)
Stryker Mosquito. Cost: 500 notes; Type: sulphuriom; Range: 10/20'; Damage: 1d4 Acid; Traits: Elemental Acid; Illicit
Vickers FD-11. Cost: 170 notes; Type: ionia; Range: 10/15'; Damage: 1d4 Thunder; Traits: Elemental Thunder
Volt Biter Mk III. Cost: 670 notes; Type: ionia; Range: 15/25'; Damage: 1d4 Lightning; Traits: Elemental Lightning
 

Pistols
Aetherix Needler Vz. I. Cost: 820 notes; Type: apiom; Range: 20/40'; Damage: 1d6 Poison; Traits: Elemental Poison, Illicit
Njordson Icedriver Model 29. Cost: 400 notes; Type: apiom; Range: 40/60'; Damage: 1d4 Cold/Piercing; Traits: Elemental Cold
Northwind Protector. Cost: 320 notes; Type: kinetic; Range: 40'/60'; Damage: 2d4 P; Traits: Ammo (12)
Northwind Punisher. Cost: 650 notes; Type: apiom; Range: 30'/-'; Damage: 1d6 Cold; Traits: Line 30' (DC 14), Bleed (1d4)
Nubbiken Pusher Mk IV. Cost: 550 notes; Type: kinetic; Range: 40/60'; Damage: 1d6 B; Traits: Ammo (6), Blast 10' (DC 12)
Redding Vz. III Firebolt. Cost: 400 notes; Type: phlogiston; Range: 40/60'; Damage: 1d8 Fire; Traits: Elemental Fire
Sezka-Merx Enflame. Cost: 700 notes; Type: phlogiston; Range: 50'/-'; Damage: 2d6 Fire; Traits: Line 50' (DC 12), Elemental Fire
Stryker Venom. Cost: 1,200 notes; Type: apiom; Range: 30/50'; Damage: 2d4 Poison/Piercing; Traits: Elemental Poison, Illicit
Volt Mk I. Cost: 220 notes; Type: ionia; Range: 40/60'; Damage: 1d6 Lightning; Traits: None
Volt Mk II. Cost: 800 notes; Type: ionia; Range: 60/80'; Damage: 1d8 Lightning; Traits: Elemental Lighting
 
Rifles
Aetherix Defender Vz. IV. Cost: 350 notes; Type: kinetic; Range: 220/480'; Damage: 2d6 P; Traits: Ammo (18), Two-handed
Maz Naqvi Torch Mz 3. Cost: 660 notes; Type: phlogiston; Range: 120/200'; Damage: 2d4 Fire; Traits: Elemental Fire, Two-handed
Njordson Avalanche Model 29. Cost: 650 notes; Type: apiom; Range: 100/180'; Damage: 1d10 Cold/Piercing; Traits: Two-handed
Northwind Suppress. Cost: 550 notes; Type: kinetic; Range: 80/220'; Damage: 1d8 P; Traits: Ammo (50), Suppress(10) 50' (DC 12), Repeater (2), Two-handed
Stryker Corroder Vz. I. Cost: 1,550 notes; Type: sulphuriom; Range: 60/120'; Damage: 3d4 Acid; Traits: Elemental Acid, Illicit, Two-handed
Volt Rifle Mk I. Cost: 450 notes; Type: ionia; Range: 120/240'; Damage: 1d10 Lightning; Traits: Elemental Lightning, Two-handed
 
Shotguns
Aetherix Roomsweeper. Cost: 250 notes; Type: kinetic; Range: 30/-'; Damage: 2d6 P; Traits: Ammo (12), Cone 30' (DC 12), Elemental Cold, Two-handed
Njordson Elemental Model 31. Cost: 350 notes; Type: apiom; Range: 30/-'; Damage: 3d4 Cold; Traits: Cone 30' (DC 12), Elemental Cold, Two-handed
Perga Cogger. Cost: 3,050 notes; Type: aether; Range: 30'/-'; Damage: 2d6 Aether; Traits: Cone 30' (DC 14), Elemental Aether, Two-handed
Stryker Purge v2. Cost: 500 notes; Type: sulphuriom; Range: 20'/-'; Damage: 3d6 Acid; Traits: Cone 20' (DC 14), Elemental Acid, Illicit, Two-handed
Sezka-Merx Dragon. Cost: 400 notes; Type: phlogiston; Range: 30'/-'; Damage: 2d6 Fire; Traits: Cone 30' (DC 16), Elemental Fire, Two-handed
Vickers SH-19. Cost: 450 notes; Type: apiom; Range: 30'/-'; Damage: 2d6 Aether; Traits: Cone 30' (DC 14), Elemental Aether, Two-handed
Redding Vz. IV Denier. Cost: 1,250 notes; Type: sulphuriom; Range: 30'/-'; Damage: 2d6 Aether; Traits: Cone 30' (DC 14), Elemental Aether, Two-handed
 
Heavy
Njordson Cyclone Model 29. Cost: 5,000 notes; Type: apiom; Range: 300'/1,200'; Damage: 5d6 Cold; Traits: Crew-Served, Suppress(-) 150' (DC 12), Repeater(3)
Sezka-Merx Inferno. Cost: 3,500 notes; Type: phlogiston; Range: 200'/800'; Damage: 3d6 Fire; Traits: Crew-Served, Elemental Fire, Suppress(-) 100' (DC 14), Repeater(2)
Stryker Fogger v1. Cost: 10,500 notes; Type: sulphuriom; Range: 200'/600'; Damage: 4d4 Acid; Traits: Crew-Served, Elemental Acid, Suppress(-) 100' (DC 12), Repeater(2)
Vickers Repeater HW-9. Cost: 3,000 notes; Type: kinetic; Range: 500'/2,500'; Damage: 5d6 P; Traits: Ammo(400), Crew-Served, Armor Piercing 5, Suppress(50) 250' (DC 12), Repeater(3)
Volt ARC Mk IV. Cost: 15,000 notes; Type: ionia; Range: 500'/1,000'; Damage: 5d6 Lightning; Traits: Suppress(-) 100' (DC 12), Repeater(2)
Volt Pacifier. Cost: 22,000 notes; Type: ionia; Range: 400'/800'; Damage: 5d6 Lightning; Traits: Crew-Served, Elemental Lightning, Suppress(-) 100' (DC 12), Repeater(2)
 
Thrown
Aetherix Fumar Sticks. Cost: 50 notes; Type: sulphuriom; Radius: 10'; Damage: 5d6 Acid; Traits: Cloud (1d4 rounds), Elemental Acid
Ferrosic Smoke Bomb. Cost: 30 notes; Type: sulphuriom; Radius: 20'; Damage: - ; Traits: Cloud (1d10 rounds)
Jorgenson Rime Blaster ("bring a freezer!"). Cost: 100 notes; Type: apiom; Radius: 5'; Damage: 3d6 Acid; Traits: Blast 5' (DC 12), Elemetal Cold, Terrain
Nubbiken Spider. Cost: 500 notes; Type: kinetic; Radius: 5'; Damage: 2d6 B/P/S; Traits: Special (Mecha-Spider) - When thrown, the Nubbiken Spider piney explodes in a minor blast, releasing a deadly spider-like cog.
Perga Cog-Buster. Cost: 300 notes; Type: aether; Radius: 10'; Damage: 5d6 Aether; Traits: Elemental Aether
Sezka-Merx Granata. Cost: 30 notes; Type: kinetic; Radius: 10'; Damage: 5d6 B/P/S; Traits: Blast 10' (DC 12)

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