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Weapons

Weapon damage, in general

  • Sword = d8
  • Gun = 2d8
  • Ray, Pax Tephnia = 2d10
  • Ray, Late Tephnia (War of Succession/Rebellion and after) = 2d20

Melee weapons

Melee weapons remain largely unchanged, but metal is relatively rare.

Guns

Guns have been rare, after the decadence of the dark ages and wars.  But small workshops, especially in Vennar, are reviving the art of gunsmithing.  Availability is still random, and prices are best guesses.  Haggling is a must.

(Note:  These guns and their capacities represent the spirit of a range of Victorian and earlier designs/mechanisms/technologies, but they are ultimately their own monsters.)

[Pathfinder guns >>]

Federation guns

  • Belter (pistol) – 2d6, range 15, misfire 1, ammo 6, 60t
  • Hand & half (horse pistol) – 2d8, range 25, misfire 1, ammo 6, 200t
  • “Fed” (Federation army standard rifle) – 2d10, range 125, misfire 2, ammo 1, 180t
  • “Blaster” or “Howler” (street shotgun) – 3d6/2d6/d6, range 50, misfire 3, ammo 1, 30t

Vennari guns

  • Dueler (pistol) – 2d8, range 20, misfire 0, ammo 2, 400t
  • Martinet (Vennari army sharpshooters’ rifle) – 2d10, range 200, misfire 0, ammo 5, 1200t
  • Improvizio (ad hoc shotgun) – 2d10/d10, range 50, misfire 3, 50t

Dravanian guns

  • Heavyhander (horse pistol) – 2d8, range 20, misfire 0, ammo 6, 600t
  • Langhander (heavy horse pistol) – 2d8, range 25, misfire 0, ammo 10, 900t
  • Langshoot (Carvolian army standard rifle) – 2d10, range 175, misfire 1, ammo 4, 850t

Carvolian guns

  • Octang (pistol) – d10/d6, range 15, misfire 0, ammo 8 (1), 300t
  • Scatterbang (pistol) – 3d4/2d4, range 25, misfire 1, ammo 16 (2), 600t

Imperial guns

  • Sand spider (pistol) – 1d10, range 20, misfire 0, ammo 6, 250t
  • Sand snake (Imperial army standard rifle) – 2d10, range 175, misfire 1, ammo 5, 500t

Archaetech melee weapons

Include various bizarre tools of destruction…  I’ve compiled here some fave future-materials and Kirbyesque weapons, though nothing beats this chart from DnDWithPornstars.

Archaeswords

  • Bend (hard plastic, light but prone to breaking) – same dmg by sword type, but +1 to hit (lightweight).  On a roll of 1, roll an additional d10.  A further roll of 1 indicates a shattered weapon.
  • X-iron, metron (meteoric iron) – +1 dmg
  • Tarsteel (black steel; cheaper version of green steel) – +1 dmg, +1 to hit
  • Green steel (early Tephnian) – +2 dmg, +2 to hit
  • Blood steel (red steel; rare elite green steel that “drinks” human blood to power itself, at the nano level) – +1d4 dmg, +1 to hit
  • Blue steel (very rare super-elite green steel that uses solar power to function) – +3 to hit
  • Brightdrink – aura of darkness (blur), shatters enemy armor on crit hit, +1 to hit (lightweight)
  • Cerasteel – a la Nausicaa, very old, +4 dmg, +2 to hit, indestructible

Nervewhips

  • Nervequirt
  • Nervescourge
  • Nervewhip

Ion Knives

  • Ion knife
  • Ion sai
  • Ion sword

Archaetech rays

[INFORMATION REDACTED.]

Archaetech nano weapons

Ancient nano weapons included a class of roughly “sword”-shaped weapons which had devastating short-range effects as well as longer-range capabilities…

Weapon / Dmg / Range or Area:

  • Mud sword / 2d10 / 20ft line/splash d10 another 20ft line
  • Cloud sword / 3d6 / 20ft round cone/splash d6 another 40ft cone
  • Rain sword / 4d4+4 / 10ft wide cone 50ft long
  • Wasp sword / 2d20 / 10–50ft line (directed telepathically)

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