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Flamepunk: Weaponry
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==Military Ranged Weapons== ===Bolt-launcher=== ''(also use same stats for longbows, crossbows, spearguns and any other mechanically powered projectile weapon that is wielded in two hands)'' * '''Price:''' 100 Dragons * '''Target Hit Numbers:''' (2, 4) * '''Type:''' Military Ranged, Double Handed * '''Damage Type:''' Physical. * '''Encumbrance:''' 1 '''Mobility Penalty:''' 0 ''Ranged military weapon come in many shapes and sizes, from carefully hand-crafted ceramite longbows, to mass produced stub-barelled bolt launchers. Industry has allowed for all manner of clever propulsion systems beyond simple bowstring: coiled springs, complex lever arrangements and even explosive powder based mechanisms all exist. Of course, the end result is the same: you launch something fast and hard into a distant enemy.'' '''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. <br><br> ===Firedart Launcher=== * '''Price:''' 220 Dragons * '''Target Hit Numbers:''' (1, 2) * '''Type:''' Military Ranged, Double Handed * '''Damage Type:''' Fire. * '''Encumbrance:''' 1 '''Mobility Penalty:''' 0 ''A firedart launcher resembles a crossbow but with three pronged arms to the front that act as a focus for the weapon's energy, and an obsidian bind stone in the core where a bolt would normally sit. They are powered by a bound flame elemental, which is stoked into a state or perpetual rage by its confinement and able to release its energy only through the firing aperture when the trigger is pulled.'' '''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. A Firedart launcher is good for six hundred shots before needing recharging, and recharging simply requires the bind stone to be placed in naked flame for an hour. <br><br> ===Holocaust Heavy Plasma Coccoon Launcher=== * '''Price:''' 2000 Dragons * '''Target Hit Numbers:''' (1, 2) * '''Type:''' Military Ranged, Double Handed * '''Damage Type:''' Fire. * '''Encumbrance:''' 6 '''Mobility Penalty:''' 3 ''A holocaust cannon (or HHPCL, to give it it's full military designation) is the best and most powerful personnel-portable pyromantic ordnance device in general usage. Its more artillery than small arm, mounted on a 3-point hip and shoulder harness and powered by a back-pack "dragon's nest". When a holocaust cannon fires it literally roars, then exhales a single "egg" of barely contained superheated energy. Without ear and eye protection, the noise and the glare are near-overwhelming.'' ''The launched "egg" explodes on impact, erupting into an inferno of flame a dozen metres in diameter. Anything within the blast zone will almost certainly be melted apart, and likely fires will start both near the blast, and along the course of the egg's flightpath.'' ''The HHPCL can only fire half a dozen times before it needs recharging (a twenty-four hour long process requiring specialist flamebinding equipment). Of course, with those six shots, it can deal more damage than a whole brigade of firedart guns...'' '''Special Game Rules:''' Add +12 to the Magnitude of a successful attack roll with this weapon. Attack is applied against everybody and everything in the burst radius. <br><br> ===Pyre Caster=== * '''Price:''' 400 Dragons * '''Target Hit Numbers:''' (1, 2) * '''Type:''' Military Ranged, Double Handed * '''Damage Type:''' Fire. * '''Encumbrance:''' 2 '''Mobility Penalty:''' 1 ''Pyre guns project a column of heat (not flame) at a target. They must be held on target for a time to deliver their full effect, but they can start fires, burn flesh, or cut metal if used long enough.'' ''Guild Hellforged tend to favour Pyre-guns, not so much for their antipersonnel capabilities, but because of their suitability for destroying massive enemies and large scale environmental devestation.'' '''Special Game Rules:''' Square the Magnitude of a successful attack roll with this weapon (2 becomes 4, 3 becomes 9, etc.) Against a perfectly stationary (or immobilised) target you can choose to keep the beam locked on. If you do this, then with each consecutive attack after the first you can choose to keep the Magnitude from the previous attack, or use the Magnitude from the new attack, whichever is better. If the target is moving, or if you take any other action, then you lose this advantage. <br><br> ----
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