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Flamepunk: Weaponry
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==Military Melee Weapons== ===Crusader Firemaul=== * '''Price:''' 400 Dragons * '''Target Hit Numbers:''' (5, 6) * '''Type:''' Military Melee, Single Handed * '''Damage Type:''' Fire, Physical. * '''Encumbrance:''' 1 '''Mobility Penalty:''' 0 ''A thin cylindrical rod of obsidian-laced glass, the firemaul may look brittle, but it is definitely not. Thanks to the power of a fire elemental bound within the rod, the firemaul is surrounded by an aura of energy that crackles audibly and leaves a wake of sparks behind it. When the weapon is swung, the sheer heat of the attack is often sufficient to kill an enemy, with the brute bludegoning force of the magically hardened rod helping deliver lethal force.'' ''Church Crusaders traditionally wield firemauls, partially for their efficacy, but partially because they are such impressive and obvious weapons. Crusaders can often end a fight before it begins by simply unsheathing their firemaul - most gangers know better than to mess with such a weapon.'' ''However, despite its theocratic associations, the firemaul is still seen as an extremely desirable weapon and fashion accoutrement for gangers and burners. Burner Firemauls tend to be customised to include images, sigils and runes floating in the aura - dragon motifs are popular, as are gang tags.'' '''Special Game Rules:''' Firemauls add +3 to Magnitude on a successful attack roll. Additionally the maul glows brightly, with the colour reflecting the wielder's emotional state, and will "crackle and roar" more loudly when battle is close. Subtle these ain't. <br><br> ===Greataxe=== ''(also use same stats for double handed swords, long warhammers, long spears and any other unpowered unenhanced double handed melee weapon)'' * '''Price:''' 25 Dragons * '''Target Hit Numbers:''' (5, 6) * '''Type:''' Military Melee, Double Handed * '''Damage Type:''' Physical. * '''Encumbrance:''' 2 '''Mobility Penalty:''' 0 ''The problem with being an ordinary soldier is that many of your enemies are a lot bigger than you. A manifested demon the size of a small building isn't going to be greatly inconvenienced by every day pig-stickers: sometimes you need something a little sturdier.'' ''At street level, a greataxe is usually too conspicuous to be useful, but a surprising number of burners keep a decent zweihander hidden in their bolt-holes, "just in case."'' '''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. Additionally, if you roll 3 of more "Hits", then add a further +1 to the Magnitude. <br><br> ===Hellsword=== * '''Price:''' 750 Dragons * '''Target Hit Numbers:''' (5, 6) * '''Type:''' Military Melee, Single/Double Handed * '''Damage Type:''' Fire, Physical. * '''Encumbrance:''' 3 '''Mobility Penalty:''' 1 (double handed) or 2 (single handed) ''Expensive, reassuringly arcane, elementally charged and devestatingly powerful, nothing says "Guild" like a Hellsword. These single-edged wide-surfaced swords are formed of red-grey steel with veins of obsidian running along and away from the cutting edge of the blade. A specific volcanic breed of fire elemental (farm bred by the Guild in flamespace) has been bound into the obsidian tracery, and as a result the weapon will create a small burst of flame and explosive force wherever it impacts. This can blast apart stone and metal, and the damage dealt to human flesh is both impressive and stomach churning.'' ''The only downside of a Hellsword is that it is quite unwieldy, and more than a little weighty. Blades weighing upwards of thirty five kilos are not uncommon, and many struggle to use these weapons two handed, let alone one handed. If someone comes at you with Pyrecaster in one hand, and Hellsword in the other, they're probably Guild Hellforged, and you should probably be running the other way. '''Special Game Rules:''' Add +3 to the Magnitude of a successful attack roll with this weapon. In addition, for each "6" rolled on the final attack roll, deal 6 additional points of damage. This extra damage is not multiplied by the magnitude or by other factors, but is a fixed amount. <br><br> ===Longsword=== ''(also use same stats for bayonets, hammers, axes and any other unpowered unenhanced single handed melee weapon that is more than a foot in length)'' * '''Price:''' 25 Dragons * '''Target Hit Numbers:''' (5, 6) * '''Type:''' Military Melee, Single Handed * '''Damage Type:''' Physical. * '''Encumbrance:''' 1 '''Mobility Penalty:''' 0 ''Not every soldier wants or can afford enhanced melee weaponry. For some, a simple sword is all they get. The Guilds tend to give basic melee weapons to all its troopers, to use as a hold-out weapon if nothing else. That is not to say such weapons are low quality - even the least talented binder-forger is capable of intricacies of design and heights of craftsmanship that would be far harder for a traditional blacksmith, and a combination of ornate appearance and high standards of manufacture are standard rather than exceptional.'' ''Its not illegal, or even unexpected, for everyday citizens to carry swords by their sides in everyday business though in some restricted areas such weapons are more carefully regulated.'' '''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. <br><br> ===Military Shield=== * '''Price:''' 20 Dragons * '''Target Hit Numbers:''' (5, 6) * '''Type:''' Military Melee, Single Handed * '''Damage Type:''' Physical. * '''Encumbrance:''' 1 '''Mobility Penalty:''' 0 ''A solid metal shield provides an advantage with parrying in close combat, and in a pinch can be used as a melee weapon.'' '''Special Game Rules:''' Add +1 to the Magnitude of a successful attack roll with this weapon. Carryng a shield improves your parries (see [[Flamepunk: Physical Traits|Physical Traits]]). <br><br> ----
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