Ranged Weapons
Any ranged weapon comes with 10 of its basic ammunition or a bundle of 5 for throwing weapons.
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Ammunition
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Arrows
Weapon: Bows Cost: 5sp for 10 arrows Description: Carefully fletched, balanced and tipped with a steel point, arrows are the standard ammunition of most bows, although variants can be found. |
Bolts
Weapon: Crossbows Cost: 5sp for 10 bolts Description: Similar to arrows, but squatter and thicker for an easier launch from a crossbow. |
Bodkin
Weapon: Bows, Crossbows Cost: 15sp for 10 arrows/bolts Description: These narrow but soft tips can go further. Effect: Add 20m to range. |
Broadhead
Weapon: Bows, Crossbows Cost: 15sp for 5 arrows/bolts Description: Heavy, wide heads designed to inflict gaping wounds. Effect: Reduce range by 15m and add +1 damage. |
Powder and Shot
Weapon: Pistols and Rifles Cost: 10sp for 5 packets Description: Paper packets of black powder with a lead ball for easier loading. Still takes a significant time to reload the weapon, however. |
Iron Shot
Weapon: Pistols and Rifles Cost: 10sp for 5 packets Description: Using iron shot increases damage but cuts range. Effect: Cut range by half and a d +1 damage. |
Scattershot
Weapon: Scatterguns Cost: 10sp for 5 packets Description: Loaded with smaller balls of shot rather than a single slug, it is easy to see how these small packets can devestate an area. |
Wind Rifle Rounds
Weapon: Wind Rifle Cost: 20sp for 1 air canister and 10 rounds. Description: The air canister and rounds used by a wind rifle rather than black powder and shot. |
Bows
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Shortbow - Starting Weapon
Damage: 1d10+1 Action Points: 3 Hands: 2 Item Slots: 2 Range: 30 meters Materials: Woods Cost: 55 sp Description: A three-foot bow, usually carved from a single piece of wood. |
Longbow
Damage: 1d10+3 Action Points: 3 Hands: 2 Item Slots: 2 Range: 70 meters Materials: Woods Cost: 75 sp Description: These massive bows can be up to six feet long, and are often carved from Yew. Special: The length of these bows means that using them from a saddle forces a -10% to hit. |
Reflexbow
Damage: 1d10+5 Action Points: 4 Hands: 2 Item Slots: 2 Range: 50 meters Materials: Woods Cost: 85 sp Description: These bows have such a curve that they often form a C in the opposite, giving them immense power but shorter range. |
Crossbows
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Pistol Crossbow - Starting Weapon
Damage: 1d10+4 Action Points: 2 Reload AP Cost: 2 Hands: 1 (2 to reload) Item Slots: 1 Range: 20 meters Materials: Woods and Metals Cost: 60 sp Description: Small, compact but powerful weapons. They don't have the same penetrating power as their larger cousins but are faster to reload. |
Crossbow
Damage: 1d10+10 Action Points: 3 Reload AP Cost: 3 Hands: 2 Item Slots: 3 Range: 90 meters Materials: Metals, woods Cost: 100 sp Description: These powerful weapons take time to reload, but are brutally powerful. |
Arbalest
Damage: 2d10+4 Action Points: 3 Reload AP Cost: 6 Hands: 2 Item Slots: 4 Range: 120 meters Materials: Metals, woods Cost: 200 sp Description: Hugely powerful, these massive crossbows require a winch to reload - there draw weight is too great for normal anything less, normally. Special: Alternatively, a Difficult Physical Prowess check can be made to reload the weapon for half the AP cost. |
Thrown
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Throwing Knives - Starting Gear
Damage: 1d10 Action Points: 3 Hands: 1 Item Slots: 1 Range: 25 meters Materials: Metals Cost: 45 sp Description: Balanced for throwing rather up close, but are impressively lethal in trained hands. Special: These knives can be used in Melee, with Light Blade talents, but at a -10%. |
Throwing Axes
Damage: 1d10+2 Action Points: 4 Hands: 1 Item Slots: 2 Range: 25 meters Materials: Metals and woods Cost: 80 sp Description: A little lighter than the normal hatchet, the difference in balance is significant. Special: These knives can be used in Melee, with Light Axes talents, but at a -10%. |
Javelins
Damage: 1d10+6 Action Points: 4 Hands: 1 Item Slots: 3 Range: 45 meters Materials: Woods and Metals Cost: 90 sp Description: These long, throwing weapons are often tipped in iron. Special: These weapons can be used in Melee, with Spear talents, but at a -10% to hit. |
Pistols
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Flintlock - Starting Gear
Damage: 1d5+10 Action Points: 3 Reload AP Cost: 3 Hands: 1 (2 to reload) Item Slots: 1 Range: 20 meters Materials: Metals, woods Cost: 60 sp Description: These powerful weapons take time to reload, but are brutally powerful. Special: On a roll of 90%-99% the shot fizzles and fails. On a 100% the weapon backfires, inflicting half its damage on the wielder. It must then be cleaned. In battle, this would take 10 AP. |
Dragon
Damage: 1d5+10 Action Points: 3 Reload AP Cost: 7 Hands: 1 (2 to reload) Item Slots: 3 Range: 3 meters Materials: Metals, woods Cost: 150 sp Description: Short barreled versions of the Blunderbuss, these pistols fire a cloud of shot at point-blank range. Special: The weapon hits everything within its 3-meter range. A roll to hit is rolled against each enemy. On a roll of 90%-99%, the shot fizzles and fails. On a 100% the weapon backfires, inflicting half its damage on the wielder. It must then be cleaned. In battle, this would take 10 AP. This weapon can use either pistol or scattergun talents. Any bonuses to hit and damage do not stack. |
Heavy Pistol
Damage: 1d10+10 Action Points: 3 Reload AP Cost: 5 Hands: 1 (2 to reload) Item Slots: 2 Range: 20 meters Materials: Metals, woods Cost: 190 sp Description: A larger calibre variant of the normal flintlock, it takes more powder and time to reload. Special: On a roll of 85%-99% the shot fizzles and fails. On a 100% the weapon backfires, inflicting half its damage on the wielder. It must then be cleaned. In battle, this would take 10 AP. |
Rifles
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Musket - Starting Gear
Damage: 1d5+12 Action Points: 3 Reload AP Cost: 5 Hands: 2 Item Slots: 3 Range: 60 meters Materials: Metals, woods Cost: 90 sp Description: The longer barrel on a musket allows more range and power. Special: On a roll of 90%-99% the shot fizzles and fails. On a 100% the weapon backfires, inflicting half its damage on the wielder. It must then be cleaned. In battle, this would take 10 AP. |
Musketoon
Damage: 1d5+12 Action Points: 3 Reload AP Cost: 5 Hands: 2 Item Slots: 3 Range: 30 meters (3 meters) Materials: Metals, woods Cost: 170 sp Description: A shorter barreled weapon, somewhere between a blunderbuss and a musket. It can be used to fire as either Special: A musketoon can be fired as a normal rifle. Alternatively, when using scattershot, the weapon hits everything within its 3-meter range. A roll to hit is rolled against each enemy. On a roll of 90%-99%, the shot fizzles and fails. On a 100% the weapon backfires, inflicting half its damage on the wielder. It must then be cleaned. In battle, this would take 10 AP. This weapon can use either rifle or scattergun talents. Any bonuses to hit and damage do not stack. |
Wind Rifle
Damage: 1d5+7 Action Points: 3 Magazine: 10 Reload AP Cost: 12 Hands: 2 Item Slots: 3 Range: 30 meters Materials: Metals, woods Cost: 175 sp Description: Powered by air rather than black powder, this weapon is weaker but can be fired multiple times before it needs reloading. Special: On a roll of 95%-99% the weapon jams, rendering it inoperable. It must then be cleaned. In battle, this would take 10 AP. On the roll of 100% the air tank fails and must be replaced as well. |
Rifle
Damage: 1d5+12 Action Points: 3 Reload AP Cost: 5 Hands: 2 Item Slots: 3 Range: 120 meters Materials: Metals, woods Cost: 190 sp Description: Named for the rifling process that gives it such startling accuracy, rifles are a powerful weapon. Special: On a roll of 90%-99% the shot fizzles and fails. On a 100% the weapon backfires, inflicting half its damage on the wielder. It must then be cleaned. In battle, this would take 10 AP. |
Scattergun
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Blunderbuss - Starting Gear
Damage: 1d5+10 Action Points: 3 Reload AP Cost: 6 Hands: 2 Item Slots: 3 Range: 5 meters Materials: Metals, woods Cost: 80 sp Description: The flared barrel of this gun makes sure it spreads out. Special: The weapon hits everything within its 5-meter range. A roll to hit is rolled against each enemy. On a roll of 90%-99%, the shot fizzles and fails. On a 100% the weapon backfires, inflicting half its damage on the wielder. It must then be cleaned. In battle, this would take 10 AP. |
Hand-Cannon
Damage: 1d10+10 Action Points: 3 Reload AP Cost: 8 Hands: 2 Item Slots: 3 Range: 7 meters Materials: Metals, woods Cost: 280 sp Description: More of a small cannon than a large gun, this terrifying weapon tends to make problems - and occasionally operators - vanish. Special: The weapon hits everything within its 5-meter range. A roll to hit is rolled against each enemy. On a roll of 85%-98%, the shot fizzles and fails. On a 99-100%,h the weapon backfires, inflicting half its damage on the wielder. It must then be cleaned. In battle, this would take 10 AP. |
Magic Foci
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Wand - Starting Gear
Damage: 1d5+1 Action Points: 2 Hands: 1 Item Slots: 1 Range: 35 meters Materials: Woods Cost: 80 sp Description: A weapon of choice among the Magi, this 'weapon' is more of a focus for more powerful spells. Special: Add +1 to each 1d10 or 1d5 from a Magic talent. |
Stave
Damage: 1d5+4 Action Points: 3 Hands: 2 Item Slots: 2 Range: 55 meters Materials: Woods Cost: 100 sp Description: The traditional symbol of a fully realized magus. As a bonus, a 5ft length of wood can also serve as a weapon in its own right. Special: Add +1 to each 1d10 or 1d5 from a Magic talent. |
Ring
Damage: 1d5+4 Action Points: 3 Hands: 1 Item Slots: 1 Range: 55 meters Materials: Metal, gemstone Cost: 120 sp Description: The traditional symbol of a fully realized magus. As a bonus a 5ft length of wood can also serve as a weapon in its own right. Special: If a spell is cast while using this item, an additional 1 AP can be spent to add +5% to any Attribute test that the spell requires. |