Weapons

Weaponry has advanced to a great extent since the old world, the period of peace in the old world led to some stagnation in weapons technology - remaining in the same era as their last major war with only minor changes in functionality. Now is a new era however - after the old world collapsed, years of war as rivaling ideologies and groups has created more advancements past the old world, all basing their technology on the same blueprint from the old world but diverging in their own ways.

Weapon pages possess the following;

  • Name: Name of the weapon.
  • Price: How much the weapon costs (in Serpents).
  • Damage: How much damage the weapon deals on a successful hit.
  • Critical: How many successes must be spent in order for the weapon to critically hit. A "-" means the weapon cannot critically hit.
  • Handedness: Determines whether the weapon is held in one hand, or must be held in two hands.
  • Range: If the weapon is a ranged weapon, what the range can the weapon attack out to.
  • Integrity: How durable the weapon is - some effects may reduce weapon durability, such as special attacks or the weapon being attacked.
  • Weight: How heavy the weapon is, in pounds (lbs.)
  • Qualities: These are a range of special qualities. A list of what these qualities do is below.

Melee Weaponry

Although often combat is done from the end of a gun barrel, the usage of melee weaponry is still prevalent and used - even by gunmen when their magazines run dry. Melee weapons are also cheaper to maintain, and most needn't be 'reloaded' although some of the more advanced weaponry use fuel to function - powering their mechanisms.

Melee weapons and Bows add Strength as a bonus to damage unless otherwise specified. Firearms however do not add any ability score to damage unless otherwise specified.

Firearm Firing Modes

Firearms possess different modes of fire which determine how quickly they can be shot with the slowest firearms being single shot firearms which are reloaded after each shot whereas the fastest are automatic firearms where a single squeezing of the trigger unleashes a spray of bullets. Switching between fire modes (if the weapon has multiple listed) is a minor action.


Weapon List

The list of weapons available to be purchased.

Unarmed (Type)

Unarmed weapons aren't truly "weapons" as much as they are you using your fists, feet, and body as a weapon itself. Some things like knuckle dusters impact your punches, but are still ultimately you knocking a guy in the face with your fist.

Name Cost Damage Crit Integrity Weight Handedness Range Qualities
Unarmed 1 B 4 One-Handed Melee Subduing
Garrote 8 Sp. 1 S 3 4 1 lbs. One-Handed Melee Choking, Subduing
Brass Knuckles 12 Sp. 3 B 4 10 1 lbs. One-Handed Melee Brutal, Effortless

Unarmed

Unarmed attacks deal 1 bludgeoning damage, and requires 4 successes to be spent in order to critically hit. They do not have integrity they can spend without knuckle dusters or gauntlets, and has the Subduing special quality. They are technically one-handed melee weapons despite not being wielded.

Garrote

Not truly an "unarmed" weapon but instead a rope or wire used to strangle foes, typically done by sneaking behind the foe and wrapping it around them quickly.

Garrotes cost 8 Serpents, deal 1 slashing damage, and requires 3 successes to be spent in order to critically hit. They have 4 integrity, weigh 1 lbs., and have the Choking and Subduing special qualities. Garrotes are one-handed melee weapons.


Sword (Type)

The elegant weapon used in the time before gunpowder, swords are still a status symbol as much as it is a viable weapon on the battlefield with smaller bladed weapons like knives and daggers still being used in conjunction with firearms while more traditionally trained fighters may use larger blades or even newly created fuel-chugging weapons. Fuel-chugging swords are usually nicknamed "carvers" due to their bulky design and often resembling a carving knife.

Name Cost Damage Crit Integrity Weight Handedness Range Qualities
Combat Knife 25 Sp. 2 S or P 3 8 1 lbs. One-Handed Melee Agile
Machete 70 Sp. 3 S 3 12 2 lbs. One-Handed Melee Savage
Archer's Sword 95 Sp. 3 S or P 4 10 3 lbs. One-Handed Melee Effortless
Longsword 210 Sp. 5 S 4 18 4 lbs. One-Handed Melee Agile
Rapier 400 Sp. 2 P 3 16 2 lbs. One-Handed Melee Agile, Puncturing
Greatsword 500 Sp. 7 S 4 22 8 lbs. Two-Handed Melee Deadly

Combat Knife

A standard-issue combat knife most militaries and citizens alike have available. Even people untrained in them will carry them to deter hooligans who may think of robbing them. Combat knives are also sometimes used as bayonets for rifles.

Combat knives cost 25 Serpents, deal 2 slashing or piercing damage, and requires 3 successes to be spent in order to critically hit. They have 8 integrity, weigh 1 lbs., and have the Agile special quality. Combat knives are one-handed melee weapons.

Machete

Sword-type weapons with a length close to that of a dagger and possessing a single bladed edge similar to scimitars. They are often carried by people either as an agricultural tool, or as an easy-to-access weapon. Machetes are sometimes also used by soldiers in lieu of a combat knife, favoring the longer reach when fighting in close quarters.

Machetes cost 70 Serpents, deal 3 slashing damage, and require 3 successes to be spent in order to critically hit. They have 12 integrity, weigh 2 lbs., and have the Savage special quality. Machetes are one-handed melee weapons.

Archer's Sword

Known as an archer's sword or a short sword, this short blade is longer than a knife and tapered to be sharp on both ends as well as having a fine point. These swords are often sidearms though are sometimes utilized when fighting with two swords at once due to its light weight and ease of use without swings throwing off balance too much.

Archer's swords cost 95 Serpents, deal 3 slashing or piercing damage, and requires 4 successes to be spent in order to critically hit. They have 10 integrity, weigh 3 lbs., and have the Effortless special quality. Archer's swords are one-handed melee weapons.

Longsword

Long and straight swords serving as the main weapon of choice of the knights of old, entire disciplines of combat and styles were once based around longswords and the 'way of the blade', leading to an entire culture of swordsmen.

Longswords cost 210 Serpents, deal 5 slashing damage, and requires 4 successes to be spent in order to critically hit. They have 18 integrity, weigh 4 lbs., and have the Agile special quality. Longswords are one-handed melee weapons.

Rapier

Coming in many shapes and forms, the noble rapier is a capable thrusting sword which deals with foes in an elegant and refined manner befitting its stereotype as the aristocrat's or duelist's weapon.

Rapiers cost 400 Serpents, deal 2 piercing damage, and requires 3 successes to be spent in order to critically hit. They have 16 integrity, weigh 2 lbs., and have the Agile and Puncturing special qualities. Rapiers are one-handed melee weapons.

Greatsword

Large two-handed swords which serve as reminders of the old times; when man used to engage in combat with swords and spears, and the perils of modern warfare were hundreds of years away. These swords are often large and heavy (for swords).

Greatswords cost 500 Serpents, deal 7 slashing damage, and requires 4 successes to be spent in order to critically hit. They have 22 integrity, weigh 8 lbs., and have the Deadly special quality. Greatswords are two-handed melee weapons.


Polearm (Type)

Long melee weapons that were commonly the backbone of any military in the old world, polearms were a staple among infantry and mounted soldiers alike as the ease of use of polearms allowed for easy training for new recruits - especially in comparison to swords and the intricacy of swordplay.

Name Cost Damage Crit Integrity Weight Handedness Range Qualities
Pole Staff 3 B 5 6 4 lbs. Two-Handed Melee Subduing, Double
Spear 30 Sp. 3 P 3 13 5 lbs. Two-Handed Melee Impaling
Dueling Swordspear 100 Sp. 4 S 3 18 4 lbs. Two-Handed Melee Agile, Disarming
C-11 Spetum 1,200 Sp. 8 P 3 20 7 lbs. Two-Handed Melee Reach, Blaze, Fuel (2)

Pole Staff

An easy to make wooden staff which has been purposed for combat. Staffs are commonly used by those without the money to afford real weaponry; poorer bandits, homeless individuals, and the destitute look to using these as they're as easy as grabbing a straight stick and modifying it.

Pole staffs don't cost any Serpents, deal 3 bludgeoning damage, and requires 5 successes to be spent in order to critically hit. They have 6 integrity, weigh 4 lbs., and have the Subduing and Double special qualities. Pole staffs are two-handed melee weapons.

Spear

The earliest weapon man has used survives even to the modern age, although not used much outside of recreational activities. Spears were used first for hunting, and evolved as a long-distance stabbing implement during war, and even as a weapon propelled by momentum when used couched on horseback.

Spears cost 30 Serpents, deal 3 piercing damage, and requires 3 successes to be spent in order to critically hit. They have 13 integrity, weigh 5 lbs., and have the Impaling special quality. Spears are two-handed melee weapons.

Dueling Swordspear

A sharpened sword-like blade on the end of a pole used in acrobatic forms of combat, these swordspears are uncommon and rare even at the time of swords and armor, but their usage typically meant a terrifying enemy who spent many years specializing in this weapon.

Dueling Swordspears cost 100 Serpents, deal 4 slashing damage, and requires 3 successes to be spent in order to critically hit. They have 18 integrity, weigh 4 lbs., and have the Agile and Disarming special qualities. Dueling Swordspears are two-handed melee weapons.

C-11 Spetum

Bulky and almost unwieldy, these modified spetums are spears with crescent 'prongs' which normally are used for parrying. However the modifications in the weapon instead turns the 'prongs' into miniaturized flamethrowers which make the main spear end red hot.

C-11 Spetums cost 1,200 Serpents, deal 8 slashing damage, and requires 3 successes to be spent in order to critically hit. They have 20 integrity, weigh 7 lbs., and have the Reach and Blaze special qualities. C-11 Spetums are two-handed melee weapons. They also possess a fuel capacity of 2.


Axe (Type)

Simple tools used for chopping wood which have since been repurposed for war in the times of old, some nostalgic for the times of knights and castles sometimes use these for war instead of more practical firearms. Outside of war, axes aren't as uncommon with serial killers using them for murders and lumberjacks using them to cut trees.

Name Cost Damage Crit Integrity Weight Handedness Range Qualities
Hatchet 30 Sp. 3 S 3 14 1 lbs. One-Handed Melee Thrown (4 hex)
Fire Axe 70 Sp. 4 S 4 22 4 lbs. Two-Handed Melee Breaching, Savage
War Axe 350 Sp. 9 S 4 25 9 lbs. Two-Handed Melee Effortless, Double

Hatchet

A hand axe which can be thrown or used as a relatively basic melee weapon.

Hatchets cost 30 Serpents, deal 3 points of slashing damage, and requires 3 successes to be spent in order to critically hit. They have 14 integrity, weigh 1 lbs., and have the Thrown (4 hex) special quality. Hatchets are one-handed melee weapons.

Fire Axe

A fire axe is a firefighter's axe used for cutting down doors and other obstacles in the way when they're attempting to rescue civilians from burning buildings or destroying obstacles trapping people behind or under it.

Fire axes cost 70 Serpents, deal 4 points of slashing damage, and requires 4 successes to be spent in order to critically hit. They have 22 integrity, weigh 4 lbs., and have the Breaching and Savage special qualities. Fire axes are two-handed melee weapons.

War Axe

Large double sided axes also sometimes called a "labrys", these weapons are capable of swinging in wide, sweeping arcs thanks to their design. They were often wielded by cultures once deemed "savage" by the knights of old.

War axes cost 350 Serpents, deal 9 points of slashing damage, and requires 4 successes to be spent in order to critically hit. They have 25 integrity, weigh 9 lbs., and have the Effortless and Double special qualities. War axes are two-handed melee weapons.


Cudgel (Type)

Short and long weapons used to bludgeon are some of the earliest weapons to have been invented next to the spear, and have evolved since then. While axes focus on chopping down foes or trees, hammers and cudgels are used to crack skulls or structures which need demolishing.

Name Cost Damage Crit Integrity Weight Handedness Range Qualities
Baton 10 Sp. 2 B 4 10 2 lbs. One-Handed Melee Subduing
Sledgehammer 40 Sp. 8 B 4 20 7 lbs. One-Handed Melee Breaching, Fatiguing

Baton

A refinement of a simple wooden club, a baton is made with various metals but most commonly iron or steel with some plastic or something similar for the grip. Batons are used by police forces more often than military forces, being used to subdue people so they may be arrested, although this isn't a byproduct of the weapon - metal batons are still plenty capable of landing killing blows when needed.

Batons cost 10 Serpents, deal 2 points of bludgeoning damage, and requires 4 successes to be spent in order to critically hit. They have 10 integrity, weigh 2 lbs., and have the Subduing special quality. Batons are one-handed melee weapons.

Sledgehammer

Heavy blocks of metal on the end of long poles, sledgehammers are used by some as a tool for breaking tough materials like cinderblocks and concrete, and also sometimes used to break down doors.

Sledgehammers cost 40 Serpents, deal 8 points of bludgeoning damage, and requires 4 successes to be spent in order to critically hit. They have 20 integrity, weigh 7 lbs., and have the Breaching and Fatiguing special qualities. Sledgehammers are two-handed melee weapons.


Bow (Type)

Bows are the main weapon used in archery, with most using them for sport or hunting as opposed to combat in the current day and age. However, there are a few enthusiasts who use bows and arrows either for nostalgia, due to a lack of funds for a gun and bullets, or to employ stealth tactics and avoid the loudness of most firearms.

Name Cost Damage Crit Integrity Weight Handedness Range Qualities
Short Bow 150 So. 3 P 3 13 2 lbs. Two-Handed 12 hex Composite
Longbow 500 Sp. 5 P 3 17 4 lbs. Two-Handed 24 hex Composite
Crossbow 1,200 Sp. 8 P 4 20 4 lbs. Two-Handed 24 Sniping (1.5)

Short Bow

Shorter bows were either used for hunting or for those wishing to ride on horseback while firing their bow. This is less of a concern now, and thus are more commonly used for the former.

Short bows cost 150 Serpents, deal 3 points of piercing damage, and requires 3 successes to be spent in order to critically hit. They have 13 integrity, weigh 2 lbs., and have the Composite special quality. Short bows are two-handed ranged weapons with a range of 12 hexes.

Longbow

Longbows are the wartime cousin of Short Bows, and are designed with the intent of firing at far range as well as being able to fire stronger shots from an arrow.

Longbow cost 500 Serpents, deal 5 points of piercing damage, and requires 3 successes to be spent in order to critically hit. They have 17 integrity, weigh 4 lbs., and have the Composite special quality. Longbows are two-handed ranged weapons with a range of 24 hexes.

Crossbow

Long before firearms were the "easy to use" choice of ranged weapon for war, crossbows filled that role instead with their design favoring those who aren't quite strong enough to use a regular bow or those who could - but find the convenience of the crossbow preferable.

Crossbows cost 1,200 Serpents, deal 8 points of piercing damage, and requires 4 successes to be spent in order to critically hit. They have 20 integrity, weigh 4 lbs., and have the Sniping (1.5) special quality. Crossbows are two-handed ranged weapons with a range of 24 hexes. A crossbow can be fired one-handed instead of two-handed at a +1 to the TN of the attack roll.


Pistol (Type)

Colloquially called "small arms" or "hand guns", pistols are hand-held firearms capable of being used one handed with limited recoil compared to longarms at the expense of greater stopping power and/or fire rate.

Name Cost Damage Crit Integrity Weight Handedness Range Qualities
Raydan Type-14 500 Sp. 6 BA 4 25 2 lbs. One-Handed 10 hex Firing Mode (SA), Effortless, Ammo (15)
Lydan .357 Revolver 860 Sp. 4 BA 4 22 2 lbs. One-Handed 8 hex Firing Mode (SA), Ammo (6)
Hyperion Hand Cannon 3,000 Sp. 8 BA 4 30 5 lbs. One-Handed 8 hex Firing Mode (S), Brutal, Savage, Ammo (12)
RK-57 Machine Pistol 4,800 Sp. 6 BA 4 25 3 lbs. One-Handed 10 hex Firing Mode (SA, B, A), Ammo (35)
V77 Needler 9,000 Sp. 4 P 3 22 3 lbs. One-Handed 8 Firing Mode (SA), Dart, Ammo (10)
Lydan SOUND-WAVE 12,000 Sp. 3 SO 3 20 2 lbs. One-Handed 12 hex Firing Mode (SA), Loud, Ammo (8)

Raydan Type-14

A compact pistol taking 9mm magazines and having a rather 'standard' feel about it, performing well as far as a handgun with little especially stand out except for its surprising affordability. It is often used by civilians and smaller, more under-equipped police and military forces. Its longevity can be owed to its low price point, making it one of the cheapest firearms that don't get into the 'Scrap Gun' category.

Raydan Type-14 pistols cost 500 Serpents, deal 6 points of ballistic, and requires 4 successes to be spent in order to critically hit. They have 25 integrity, weigh 2 lbs., and have the Firing Mode (SA) and Effortless special qualities. Raydan Type-14 pistols are one-handed ranged weapons with a range of 10 hexes, and an ammo capacity of 15.

Lydan .357 Revolver

Common among those wishing to imitate the 'lone gunman' from the fantastical movies out there, the Lydan brand revolver takes .357 bullets, and though looks like an older model of firearm is most certainly updated and upgraded to be more reliable than they once were. Despite lacking a safety feature, these revolvers have a loop designed into them just under the trigger so the wielder can twirl them. That is, if they're able to twirl them well without accidentally dropping them.

Lydan .357 revolvers cost 860 Serpents, deal 4 points of ballistic damage, and requires 4 successes to be spent in order to critically hit. They have 22 integrity, weigh 2 lbs., and have the Firing Mode (SA) special quality. Lydan .357 revolvers are one-handed ranged weapons with a range of 8 hexes, and an ammo capacity of 6.

Hyperion Hand Cannon

A more modern creation which was designed as an attempt to improve the stopping power of revolvers, the Hyperion Hand Cannon (shortened usually to just "The Hyperion") is a nickel-plated .44 magnum with a long barrel despite its status as a sidearm. Militaries have been slow on the acceptance and usage of these revolvers due to logistical reasons and the presence of longarms with similar power behind their shots, the Hyperion has seen some popularity among police and brigands alike.

Hyperion hand cannons cost 3,000 Serpents, deal 8 points of ballistic damage, and require 4 successes to be spent in order to critically hit. They have 30 integrity, weigh 5 lbs., and have the Firing Mode (S), Brutal, and Savage special qualities. Hyperion hand cannons are one-handed ranged weapons with a range of 8 hexes, and an ammo capacity of 12.

RK-57 Machine Pistol

RK-57s are a product of the Military and Hunting (M&H) company, updating models and designs they have salvaged from old blueprints they discovered. These were among the first machine pistols, taking 9mm rounds and unloading numerous rounds while remaining stable enough for one's aim to not be thrown off too far despite its small size compared to most machine guns. RK-57s sport a boxy design with some including an extendable stock, though this is not standard.

RK-57 machine pistols cost 4,800 Serpents, deal 6 points of ballistic damage, and require 4 successes to be spent in order to critically hit. They have 25 integrity, weigh 3 lbs., and have the Firing Mode (SA, B, A) special quality. RK-57 machine pistols are one-handed ranged weapons with a range of 10 hexes, and an ammo capacity of 35.

V77 Needler

The V77 is a product of DawnStar company and a slim and compact pistol with a cartridge which contains their eponymous 'needles', these dart guns were a prototype which leaked onto the market despite the DawnStar not wishing to progress with development of the weapon as its original purpose of being a medical device was soon altered to make it a weapon to deliver diseases, drugs, and toxins at a distance.

V77 needlers cost 9,000 Serpents, deal 4 points of piercing damage, and require 3 successes to be spent in order to critically hit. They have 22 integrity, weigh 3 lbs., and have the Firing Mode (SA) and Dart special qualities. V77 needlers are one-handed ranged weapons with a range of 8 hexes, and an ammo capacity of 10.

Lydan SOUND-WAVE

Experimental technology found within the wastes these sound-based firearms use specialized darts which, upon impact, create a near-deafening "pop" in the spot struck, of which the sonic blast from the exploding dart deals considerable damage to the spot struck. Although weaker than conventional firearms, their uniqueness strikes fear into the enemy, and clever people know how to use their unique ability to its fullest.

Lydan SOUND-WAVES cost 12,000 Serpents, deal 3 points of sonic damage, and require 3 successes to be spent in order to critically hit. They have 20 integrity, weigh 2 lbs., and have the Firing Mode (SA) and Loud special qualities. Lydan SOUND-WAVES are one-handed ranged weapons with a range of 12 hexes, and an ammo capacity of 8.


Rifle (Type)

Most militaries utilize rifles, the new standardized weaponry to replace the spear - a weapon which both the grunt and expert alike can utilize with ease. Rifles aren't all made equal however as some are made for short to mid-range combat, others are made to have extremely high rates of fire (dubbed 'machine guns'), and others are made for long-range precision shooting (known as 'sniper rifles').

Name Cost Damage Crit Integrity Weight Handedness Range Qualities
Montefer A60 Battle Rifle 2,800 Sp. 9 BA 4 32 7 lbs. Two-Handed 12 hex Firing Mode (SA, B, A), Assembled, Ammo (30)
DawnStar Longshot 4,000 Sp. 12 BA 4 35 9 lbs. Two-Handed 12 hex Firing Mode (S), Sniping (2), Ammo (8)
Raider Rifle 1,500 Sp. 6 BA 5 20 5 lbs. Two-Handed 10 hex Firing Mode (SA), Charged (4), Ammo (14), Fuel (2)
UVM Stealth Rifle 2,000 Sp. 7 BA 4 24 6 lbs. Two-Handed 12 hex Firing Mode (SA, B), Ammo (30), Assembled
Delta Shotcycler 6,000 Sp. 8 BA 3 21 6 lbs. Two-Handed 10 hex Firing Mode (SA, A), Ammo (60), Rapid Reload
d 2,000 Sp. 7 BA 4 24 6 lbs. Two-Handed 12 hex Firing Mode (SA, B), Ammo (30), d
d 2,000 Sp. 7 BA 4 24 6 lbs. Two-Handed 12 hex Firing Mode (SA, B), Ammo (30), d

Montefer A60 Battle Rifle

One of the rifles created by the Montefer Steelworks Company, its elegant design is rounded and light while remaining powerful and not sacrificing its accuracy. A60 Battle Rifles use 5.56mm rounds and its parts are easy to replace, making repairs cheap and convenient.

A60 Battle Rifles cost 2,800 Serpents, deal 9 points of ballistic damage, and requires 4 successes to be spent in order to critically hit. They have 32 integrity, weigh 7 lbs., and have the Firing Mode (SA, B, A), and Assembled special qualities. A60 Battle Rifles are two-handed ranged weapons with a range of 12 hexes, and an ammo capacity of 30.

DawnStar Longshot

A sniper rifle manufactured by the DawnStar company, the DawnStar Longshot (often shortened to the D-shot) is famous for its all-metal design which contrasted with other companies' wood stock sniper rifles which maintained the same appearance as civilian models. Longshots have a slightly longer barrel than the average battle rifle, and use 7.62mm rounds.

DawnStar longshots cost 4,000 Serpents, deal 12 points of ballistic damage, and require 4 successes to be spent in order to critically hit. They have 35 integrity, weigh 9 lbs., and have the Firing Mode (S) and Sniping (2) special qualities. DawnStar longshots are two-handed ranged weapons with a range of 12 hexes, and an ammo capacity of 8.

Raider Rifle

Not a true well-established design but instead a piecemeal Scrap Gun which follow a standard for their intended purpose despite looking to be cobbled together from many different, less symmetrical pieces. Raider Rifles are makeshift firearms which have been outfitted with a fuel tank to power its charging mechanism, likely ripped from another broken firearm, allowing the rifle to expend its fuel in order to apply more power to the shot.

Raider rifles cost 1,500 Serpents, deal 6 points of ballistic damage, and require 5 successes to be spent in order to critically hit. They have 20 integrity, weigh 5 lbs., and have the Firing Mode (SA) and Charged (4) special qualities. Raider Rifles are two-handed ranged weapons with a range of 10 hexes, and an ammo capacity of 14. They also possess a fuel capacity of 2.

UVM Stealth Rifle

Not a true well-established design but instead a piecemeal Scrap Gun which follow a standard for their intended purpose despite looking to be cobbled together from many different, less symmetrical pieces. Raider Rifles are makeshift firearms which have been outfitted with a fuel tank to power its charging mechanism, likely ripped from another broken firearm, allowing the rifle to expend its fuel in order to apply more power to the shot.

UVM stealth rifles cost 2,000 Serpents, deal 7 points of ballistic damage, and require 4 successes to be spent in order to critically hit. They have 24 integrity, weigh 6 lbs., and have the Firing Mode (SA, B) and Assembled special qualities. UVM stealth rifles are two-handed ranged weapons with a range of 12 hexes, and an ammo capacity of 30.


Shotgun (Type)

Powerful firearms with high stopping power but low overall range, shotguns are favored by those in close encounters or those expecting home invaders. Militaries often have shotgunners as part of squads, capable of ripping through lightly armored foes with ease.

Name Cost Damage Crit Integrity Weight Handedness Range Qualities
Jarzakan 12-gauge 1,520 SP. 8 SA 4 20 6 lbs. Two-Handed 6 hex Firing Mode (SA), Scatter, Savage, Ammo (4)
Son-Maxi Firebrand 8,000 Sp. 6 BA 3 22 11 lbs. Two-Handed 6 hex Firing Mode (SA), Scatter, Searing, Ammo (8), Fuel (4)
Riot Breacher 7,500 Sp. 10 BA 4 25 7 lbs. Two-Handed 12 hex Firing Mode (S), Breaching, Puncturing, Ammo (4)
Crimper "Shorty" 3,000 Sp. 7 BA 4 19 3 lbs. One-Handed 6 hex Firing Mode (S), Scatter, Savage, Ammo (2)
DawnStar Combat Shotgun 11,000 Sp. 9 BA 4 24 6 lbs. Two-Handed 8 hex Firing Mode (SA, A), Scatter, Ammo (8)

Jarzakan 12-gauge

Created by manufacturers working for the Jarzakan military, the resulting 12-gauge shotgun is less than ideal and reflects the Jarzakan's dependency on producing gear with no regard to quality - only quantity. Their stopping power is still, regardless of the gun's overall quality, average for a shotgun and barely edges its way out of being a 'Scrap Gun' though some still call it one due to its tendency to break easily.

Jarzakan 12-gauge shotguns cost 1,520 Serpents, deal 8 points of ballistic damage, and requires 4 successes to be spent in order to critically hit. They have 20 integrity, weigh 6 lbs., and have the Firing Mode (SA), Scatter and Savage special qualities. Jarzakan 12-gauge shotguns are two-handed ranged weapons with a range of 6 hexes, and an ammo capacity of 4 shells.

Son-Maxi Firebrand

Son-Maxi Firebrands are a class of 12 gauge shotgun made with a specialized fuel tank attached to it, used as part of the firing mechanism to give the shotgun an effect similar to that of dragon's breath rounds, save that the pellets are instead heated by the resulting flame as they're being shot out. Firebrands are sometimes regarded as backup flamethrowers because of this, using this function in a pinch to quickly burn things down.

Firebrands cost 8,000 Serpents, deal 6 points of ballistic damage, and requires 3 successes to be spent in order to critically hit. They have 22 integrity, weigh 11 lbs., and have the Firing Mode (SA), Scatter, and Searing special qualities. Firebrands are two-handed ranged weapons with a range of 6 hexes, and an ammo capacity of 8 shells. They also possess a fuel capacity of 4.

Riot Breacher

Known as "Riot Breachers", "Breach Guns", and "Riot Shotguns", these shotguns serve a dual purpose - as both a weapon in a close quarters encounter, and as a tool for breaching through locked doors, which is where it received its name from. These shotguns are typically loaded with 10 gauge slugs, and pack an incredible punch, though lack the typical spread-fire like most shotguns do.

Riot breachers cost 7,500 Serpents, deal 10 points of ballistic damage, and require 4 successes to be spent in order to critically hit. They have 25 integrity, weigh 7 lbs., and have the Firing Mode (S), Breaching, and Puncturing special qualities. Riot breachers are two-handed ranged weapons with a range of 12 hexes, and an ammo capacity of 4 slugs.

Crimper "Shorty"

Called a "Shorty" for being almost half of the length of a normal shotgun, these double barrel shotguns are manufactured as if they had been sawed off. Despite their stopping power, most opt not to use them due to their association with banditry and thugs.

Crimper "Shorties" cost 3,000 Serpents, deal 7 points of ballistic damage, and require 4 successes to be spent in order to critically hit. They have 19 integrity, weigh 3 lbs., and have the Firing Mode (S), Scatter, and Savage special qualities. Crimper "Shorties" are one-handed ranged weapons with a range of 6 hexes, and an ammo capacity of 2 shells.


Heavy Weapons (Type)

Firearms so bulky they need to be mounted to be properly used, or are massive one-shot explosives such as rocket launchers, heavy weaponry is not usually specialized by ground forces outside of grenadiers and mounted gunners. They still find use regularly by non-specialists who may not be as adept at using them, but are still able to lay suppressive fire or destroy parts of buildings when needed.

Name Cost Damage Crit Integrity Weight Handedness Range Qualities
T7 Coil Gun 18,000 Sp. 15 BA 6 35 40 lbs. Two-Handed 24 hex Firing Mode (S), Breaching, Puncturing, Discharge, Ammo (12)
MG-GA Minigun 22,000 Sp. 16 BA 6 30 60 lbs. Two-Handed 14 hex Firing Mode (A), Ammo (200), Rapid Fire
77C Rocket Launcher 15,000 Sp. 20 BA & F 10 18 10 lbs. Two-Handed 12 hex Firing Mode (S), Savage, Loud, Ammo (1)

T7 Coil Gun

A high-end railgun which is bulky enough to need to be mounted, as well as taking massive ammunition, its usage as a stationary weapon has endured for a long while since its introduction.

T7 Coil Guns cost 18,000 Serpents, deal 15 points of ballistic damage, and requires 6 successes to be spent in order to critically hit. They have 35 integrity, weigh 40 lbs., and have the Firing Mode (S), Breaching, Puncturing, and Discharge special qualities. T7 Coil Guns are mounted two-handed ranged weapons with a range of 24 hexes, and an ammo capacity of 12 coils.

MG-6A Minigun

A useful and modern update to the design of miniguns, the MG-6A is as heavy and unwieldy as ever. However, its rotating barrels and ammunition efficiency compared to its previous models has earned it some action compared to the other variations of it down the line. These heavy weapons end up producing walls of lead, ripping its foes apart with a hail of bullets. Unlike its more boxy cousins, the MG-6A is more tube-like in nature due in part to the addition of the rotating barrels.

MG-6A minguns cost 22,000 Seprents, deal 16 points of ballistic damage, and requires 6 successes to be spent in order to critically hit. They have 30 integrity, weigh 60 lbs., and have the Firing Mode (A) and Rapid Fire special quality. MG-6A miniguns are mounted two-handed ranged weapons with a range of 14 hexes, and an ammo capacity of 200 rounds.

77C Rocket Launcher

Made by the Montefer Steelworks Company, the 77C Rocket Launcher was an older design of rocket launcher which had been upgraded and modified to take newer rockets. Although it is relatively light and powerful, its ammunition is limited to a single shot due to the bulkiness of each individual rocket which must be loaded by hand for each shot.

77C rocket launchers cost 15,000 Serpents, deal 20 points of ballistic and fire damage, and requires 10 successes to be spent in order to critically hit. They have 18 integrity, weigh 10 lbs., and have the Firing Mode (S), Savage, and Loud special qualities. 77C rocket launchers are two-handed ranged weapons with a range of 12 hexes, and an ammo capacity of 1 rocket.

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