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== UPDATED WEAPONS AND ARMOR == See SWAE pg. 69-73 for basic armor and hand weapons cost and features. $1 equals 1 copper piece (cp). Costs listed below are in copper pieces if not listed. Blackpower weapons are updated below as they are fairly outdated but still used by some. <u>'''NEW ARMOR'''</u> :'''Armored Coat''': AP +1, Wt. 8, Cost 100, Str Min D4, Notes: Torso, Arms :'''Heavy Armored Coat''': AP +2, Wt. 10, Cost 200, Str Min D4, Notes: Torso, Arms :'''Armored Greatcoat''': AP +2, Wt. 12, Cost 300, Str Min D4, Notes: Torso, Arms, Legs :'''Heavy Armored Greatcoat''': AP +3, Wt. 14, Cost 450, Str Min D6, Notes: Torso, Arms, Legs <u>'''ARMOR UPGRADES'''</u> :'''Alchemist Proofing''': this treatment can be applied only to leather or heavily leather armor (SWAE pg. 69) or the New Armors listed above. It grants the location a +2 to AP verses acid, cold/freezing, electical/lightning and heat/fire damage. If applied to a full suit of these armor types it also grants the wearer +2 to resist any adverse effect from spells or the environment. Doubles the cost of each piece of armor that it is applied to. :'''Custom Armor''': these armored piece are costom made for an individual and generally need to be heavily modified to be worn by another (unless the same body type, height and weight). They count as 2/3 the weight towards encumbarance when worn and increase the cost of each piece by +50%. :'''Lightened Steel''': first developed by the Iosan Elves this upgrade can be added to chain- and plate-mail armor only (SWAE pg. 69). The elves developed a method of greatly lessing the weight of steel. This upgrade lowers the weight of pieces of chain and platemail (including barding) by 1/2 but triples the cost of each piece. This process cannot be combine with the Reinforced Steel upgrade. :'''Reinforced Steel''': first developed by Rhule smiths, this upgrade can be added to chain- and plate-mail armor only (SWAE pg. 69). The Rhule folk developed a prossess to harded and reinforcing regular steel. This grants a +1 AP point to armor (so AP 4 or 5). The costs is tripled the base cost for each piece (including Barding). This process cannot be combined with the Lighten Steel upgrade. <u>'''SHIELD UPDATE'''</u> Reduce Medium Shield’s Parry bonus to +1 and Large Shield’s to +2. Small Shields provide their Parry bonus only vs. one foe (wielder must decide who before GM makes an attack roll against them). Also ½ the Cover bonus when applied to Firearms (bullets tend to shot through shields). A shield can have Bullet Proofing added to ignore this for +500 cost. <u>'''NEW & UPDATED FIREARMS'''</u> :'''Musket Pistol''': Range 5/10/20, Damage 2d6, AP 0, ROF 1, Shots --, Str Min D4, Wt. 3, Cost 150, Notes: 2 Action to reload. Breach loading pistol. :'''Musket Rifle''': Range 10/20/40, Damage 2d8, AP 0, ROF 1, Shots --, Str Min d6, Wt. 15, Cost 200, Notes: 3 Rounds to reload. Breach loading rifles. :'''Blunderbuss''': Range 5/10/20, Damage 1-3d6*, AP 0, ROF 1, Shots --, Str Min D6, Wt. 12, Cost 200, Notes: 3 Rounds to reload. Breach loading 'shattergun'. Work as Shotguns (SWAE pg. 105). For 400 copper and wt. of 18 can include two barrels. Each barrel also requires 3 rounds to reload. :'''Pistol''': Range 6/12/24, Damage 2d6+1, AP 1, ROF 1, Shots 1, Str Min D4, Wt. 3, Cost 300, Notes: 1 Action to Reload. Standard modern break action barrel pistol of the Iron Kingdoms. [[File:IK.sniper.jpg|400px|right]] :'''Pistol, Double barrel''': Range 6/12/24, Damage 2d6+1, AP 1, ROF 2, Shots 2, Str Min D6, Wt. 5, Cost 500, Notes: 1 Action to Reload each barrel. Two barrel (standard over/under configuration) break action barrel pistol. :'''Heavy Pistol''': Range 8/16/32, Damage 2d8, AP 1, ROF 1, Shots 1, Str Min d8, Wt. 5, Cost 400, Notes: 1 Action to Reload. Heavy combat break-action barrel pistol. Often also called a Cavalry Pistol. :'''Rifle''': Range 15/30/60, Damage 2d8+1, AP 1, ROF 1, Shots 1, Str Min D6, Wt. 9, Cost 900, Notes: 1 Action to Reload. Modern Iron Kingdom's break action barrel loading rifle. :'''Rifle, Double barrel''': Range 15/30/60, Damage 2d8+1, AP 1, ROF 2, Shots 2, Str Min D6, Wt. 14, Cost 1,400, Notes: 1 Action to Reload each barrel. A two barrel rifle (standard over/under configuration) break action barrel. :'''Long Rifle''': Range 30/60/120, Damage 2d10, AP 2, ROF 1, Shots 1, Str Min D8, Wt. 19, Cost 1,500, Notes: 2 Actions to Reload. At least six feet long these are specialized sniper weapons. :'''Ogrun Battle Gun''': Range 15/30/60, Damage 3d6, AP 2, ROF 1, Shots 1, Str Min D12, Cost 1,800, Notes: 3 Actions to Reload, Heavy Weapon. Basically a small hand cannon that is only carried by Orgun as others are rarely strong enough to weild. : * ''Note'' that for reloading all Muskets and Firearms requires a Pace of 0 to do safely. Any movement up to Pace requires an Agility check (any Multi-Action penalties apply). Failure results in spilled powder and/or ball or dropped arcane bullet. Dropping an Acrane bullet takes an Action to recover but also have a 1-in-4 chance of being lost or soiled. Dropping powder and/or ball means a lost of 1 shot for the musket you were reloading. <u>'''HEAVY WEAPONS'''</u> These weapon require specialized training to use. Otherwise the attacker suffers a -4 penalty to Shooting skill and on a roll of 1 or a 2 on the Shooting die (regardless of the Wild Die) cause the weapon to misfire or damage itself. See New Combat Edge - Heavy Weapon Specialist. :'''Field Five-Barrel Crack-Gun''': Range 20/40/80, Damage 2d10, AP 1, ROF 3, Shots 100 (cloth belt), Str Min d6*, Wt. 180, Cost 5,000, Notes: Fixed mount weapon is only semi-portable (breaks down into 3 pieces that each weighs 60lbs for moving but this takes 5 actions to disassemble/reassemble), 5 Actions to Reload, requires a crew of at least 2 (gunner and belt feeder). A five barrel automatic weapon that requires a hand crack to be turned to feed the ammo into a rotating barrel to be fired. Without a feeder crew member the weapon 'jams' on any 1s or 2s rolled with the Shooting skill (and Wild Die if shooter has that). :'''Light Cannon''': Range 30/60/120, Damage 3d8, AP 4, ROF 1, Shots 1, Str Min d6*, Wt. 200lbs, Cost 4,000. Notes: 3 Actions to Reload, Medium Burst Template, Fixed weapon (although often mounted onto a wheel stand that can be pushed around at 1/2 Pace with at least 2 crew. Cost +250cp and +25lbs to weight). Requires a crew of 2 to operate correctly, otherwise a misfire/jam on a Shooting roll of a 1 or 2 (regardless of Wild Die). This requires 2d6 Actions to clear and a base Mechanika skill check to clear. ''FIREARM & HEAVY WEAPON NOTES'' *'''Musket Rounds''' –20 musket pistol rounds equal 1lb, 10 Musket Rifle and Blunderbuss rounds weigh 1lb. Cost 10cp per lb. *'''Blast Powder''' – A horn of 3lbs cost 30cp. enough for 20 musket pistol shots and 10 musket rifle or blunderbuss shots. *'''Arcane Bullets''' – Specially made arcane bullets for non-musket Pistols and Rifles (paper wax cartridge with mixed blasting powder and a solid metal bullet core), cost/wt. each – Pistol 8cp/0.2, Heavy Pistol and Rifle 10cp/0.3, Long Rifle 15cp/0.4, Ogrun Battle Gun 25cp/1.0, Field Five-Barrel Crack Gun 20cp/0.4 *'''Cloth Belt for Crack Gun''' - this cloth belt includes spaces for 100 loop-slots for arcane rounds for the field gun. Cost 30, Wt. 1 (empty), 41 (slots all fully loaded) *'''Light Cannon Shot''' - something like a large Arcane Bullet, these specially made metalic rounds are loaded manually into the breake loader at the back of the cannon. Standard shot cost 50cp and weigh 4lbs each. Can be loaded with Anti-Warjack shells. These change the weapon traits to Heavy Weapon, but loses the MBT AOE. They suffer an additional -2 to attacking non-Jack targets except fixed structures. Cost 75, wt. 4lbs each. *'''Magelock Firearm''' – any Pistol or Rifle can have the have the ‘magelock’ focus added to it for +500cp (Gun Mages start with a Magelock Pistol for free; others have to pay full price for them). First this grant +5 Power Points for Arcane Magic. It grants +1 to the Gun Mage skill. <u>'''NEW MELEE WEAPONS'''</u> :'''Blast Pike''': Damage Str+d8, AP 0, Str Min D8, Wt. 10 (15 with explosive tip), Cost 250, Notes: 2-handed, Explosive tip. This 'one-use' explosive tip attachment over the spear mount that are generally used against Warjacks and other heavily armored targets. When used against creatures with a Size of 2 or less suffer a -2 Fighting skill tests. With a successful hit it deals an additional +2d8 damage with AP 10. After the tip has exploded the weapon deals only base damage until a new head is reacted (takes 1 full round, no movement, etc. to attach a new blast head, and they cost 150cp and weights 5lbs for each explosive tip. This is not included in price above). This reinforced metal spear and spearhead can be fitted with an explosive tip that is mostly used against heavy warjacks. :'''Ogrun War Cleaver''': Damage Str+d12, AP 1, Str Min D12, Wt. 20, Cost 450, Notes: 2-handed, Parry -1. Heavy war sword generally only used by Ogrun. Anyone with a Size of 1 or less suffers an additional -2 to Fighting skill tests. :'''Nyss Great Sword''': Damage Str+d10, AP 0, Str Min. D6, Wt. 5, Cost 1,500, Notes: 2-handed (cost 750 for a Nyss elf). This curved two-handed blades have been crafted by the finishest Nyss smiths. They are very rarely sold on the open market and those that are tend to have been looted from the dead or stolen.
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