Editing Flamepunk: Weaponry

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 11: Line 11:
 
* '''Target Hit Numbers:'''
 
* '''Target Hit Numbers:'''
 
* '''Type'''
 
* '''Type'''
* '''Damage Type'''
 
 
* '''Encumbrance:'''  '''Mobility Penalty:'''
 
* '''Encumbrance:'''  '''Mobility Penalty:'''
  
Line 27: Line 26:
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Military Melee, Single Handed
 
* '''Type:''' Military Melee, Single Handed
* '''Damage Type:''' Fire, Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
Line 38: Line 36:
 
'''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.
 
'''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>
 
<br><br>
 +
 
===Greataxe===
 
===Greataxe===
 
''(also use same stats for double handed swords, long warhammers, long spears and any other unpowered unenhanced double handed melee weapon)''
 
''(also use same stats for double handed swords, long warhammers, long spears and any other unpowered unenhanced double handed melee weapon)''
Line 44: Line 43:
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Military Melee, Double Handed
 
* '''Type:''' Military Melee, Double Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 2  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 2  '''Mobility Penalty:''' 0
  
Line 53: Line 51:
 
'''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.
 
'''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>
 
<br><br>
 +
 
===Hellsword===
 
===Hellsword===
  
Line 58: Line 57:
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Military Melee, Single/Double Handed
 
* '''Type:''' Military Melee, Single/Double Handed
* '''Damage Type:''' Fire, Physical.
 
 
* '''Encumbrance:''' 3  '''Mobility Penalty:''' 1 (double handed) or 2 (single handed)
 
* '''Encumbrance:''' 3  '''Mobility Penalty:''' 1 (double handed) or 2 (single handed)
  
Line 65: Line 63:
 
''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.
 
''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.  
+
'''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 ''fire damage''. This extra damage is not multiplied by the magnitude or by other factors, but is a fixed amount.  
 
<br><br>
 
<br><br>
 
===Longsword===
 
===Longsword===
Line 73: Line 71:
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Military Melee, Single Handed
 
* '''Type:''' Military Melee, Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''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.''
 
''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.
 
'''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>
 
<br><br>
 
----
 
----
Line 104: Line 87:
 
* '''Target Hit Numbers:''' (2, 4)
 
* '''Target Hit Numbers:''' (2, 4)
 
* '''Type:''' Military Ranged, Double Handed
 
* '''Type:''' Military Ranged, Double Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
Line 116: Line 98:
 
* '''Target Hit Numbers:''' (1, 2)
 
* '''Target Hit Numbers:''' (1, 2)
 
* '''Type:''' Military Ranged, Double Handed
 
* '''Type:''' Military Ranged, Double Handed
* '''Damage Type:''' Fire.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''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.''
+
''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 elementals, 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.
+
'''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. All damage dealt by the firedart launcher counts as ''fire damage''. 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>
 
<br><br>
 
 
===Holocaust Heavy Plasma Coccoon Launcher===
 
===Holocaust Heavy Plasma Coccoon Launcher===
  
Line 129: Line 109:
 
* '''Target Hit Numbers:''' (1, 2)
 
* '''Target Hit Numbers:''' (1, 2)
 
* '''Type:''' Military Ranged, Double Handed
 
* '''Type:''' Military Ranged, Double Handed
* '''Damage Type:''' Fire.
 
 
* '''Encumbrance:''' 6  '''Mobility Penalty:''' 3
 
* '''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.''
+
''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-mounted "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 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.''
Line 138: Line 117:
 
''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...''
 
''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.
+
'''Special Game Rules:''' Add +12 to the Magnitude of a successful attack roll with this weapon.
 
<br><br>
 
<br><br>
 
 
===Pyre Caster===
 
===Pyre Caster===
  
Line 146: Line 124:
 
* '''Target Hit Numbers:''' (1, 2)
 
* '''Target Hit Numbers:''' (1, 2)
 
* '''Type:''' Military Ranged, Double Handed
 
* '''Type:''' Military Ranged, Double Handed
* '''Damage Type:''' Fire.
 
 
* '''Encumbrance:''' 2  '''Mobility Penalty:''' 1
 
* '''Encumbrance:''' 2  '''Mobility Penalty:''' 1
  
Line 166: Line 143:
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Street Melee, Single Handed
 
* '''Type:''' Street Melee, Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
''Fire-swords made on the cheap, Ashblades are made of the compressed and remoulded debris of pyromantic industry, and bound together with several weaker smoke and spark demons rather than a single fire elemental. No serious soldier would ever consider using an Ashblade, but street-punks (who see the value of a usable magic weapon on the cheap) have learnt to turn an Ashblade's flaws into useful qualities. For example, an Ashblade is slightly irregular and "sticky" so it tends to catch (and get caught on) enemy weapons, but this can help with turning or controlling enemy blades in swordfights. An Ashblade tends to lose pieces when it strikes, making it a little fragile, but a skilled streetfighter will learn to flick off hot ash to disconcert his opponent and to aggravate wounds. These little differences make an Ashblade a temperamental, but versatile weapon.''
+
''Fire-swords made on the cheap, Ashblades are made of the compressed and remoulded debris of pyromantic industry, and bound together with several weaker smoke and spark demons rather than a single fire elemental. No serious soldier would ever consider using an Ashblade, but street-punks (who see the value of a usable magic weapon on the cheap) have learnt to appreciate Ashblade's and to make use of their qualities. An Ashblade is slightly irregular and "sticky" so it tends to catch (and get caught on) enemy weapons. An Ashblade tends to lose pieces when it strikes, making it a little fragile, but leaving fragments in wounds. These little differences make an Ashblade a temperamental, but versatile weapon.''
  
 
'''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. On each "6" on the final attack roll add +1 to the Magnitude. On each "5" on the final attack roll deduct -1 from the Magnitude. If Magnitude is reduced to 0, the attack counts as unsuccessful.
 
'''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. On each "6" on the final attack roll add +1 to the Magnitude. On each "5" on the final attack roll deduct -1 from the Magnitude. If Magnitude is reduced to 0, the attack counts as unsuccessful.
Line 180: Line 156:
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Street Melee, Double Handed
 
* '''Type:''' Street Melee, Double Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 3  '''Mobility Penalty:''' 1
 
* '''Encumbrance:''' 3  '''Mobility Penalty:''' 1
  
Line 198: Line 173:
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Street Melee, Single Handed
 
* '''Type:''' Street Melee, Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
Line 216: Line 190:
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Street Melee, Single Handed
 
* '''Type:''' Street Melee, Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
Line 233: Line 206:
 
* '''Target Hit Numbers:''' (2)
 
* '''Target Hit Numbers:''' (2)
 
* '''Type:''' Street Ranged, Double Handed
 
* '''Type:''' Street Ranged, Double Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 3  '''Mobility Penalty:''' 1
 
* '''Encumbrance:''' 3  '''Mobility Penalty:''' 1
  
Line 248: Line 220:
 
* '''Target Hit Numbers:''' (1, 2)
 
* '''Target Hit Numbers:''' (1, 2)
 
* '''Type:''' Street Ranged, Single Handed
 
* '''Type:''' Street Ranged, Single Handed
* '''Damage Type:''' Fire.
 
 
* '''Encumbrance:''' 1 per 5 items  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1 per 5 items  '''Mobility Penalty:''' 0
  
''The firebomb is the preferred tool of civil discontent and disobedience, with a fine and chequered history behind it. Or, as infamous anarchist-arsonist "Fireman" Jaykal put it:
+
''Glass bottle. Rag. Waste fuel. Box of matches. Party time.''
  
''"Glass bottle. Rag. Waste fuel. Box of matches. Party time."''
+
'''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. As thrown weapons, improvised firebombs are single use. Firebomb damage counts as fire damage, obviously.
 
 
'''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. As thrown weapons, improvised firebombs are single use.  
 
  
 
The cost of the above weapon is if you are buying the components - often you can put together an improvised firebomb for free.
 
The cost of the above weapon is if you are buying the components - often you can put together an improvised firebomb for free.
Line 261: Line 230:
 
Because a firebomb needs to be lit, you need to have matches in the other hand, and must take a 1-dice automatic action to light the rag. If you are still holding the firebomb at the end of the round ''after'' you lit it, it explodes in your own hands: you get to make a free four dice attack against yourself...
 
Because a firebomb needs to be lit, you need to have matches in the other hand, and must take a 1-dice automatic action to light the rag. If you are still holding the firebomb at the end of the round ''after'' you lit it, it explodes in your own hands: you get to make a free four dice attack against yourself...
 
<br><br>
 
<br><br>
 
 
===Sharder===
 
===Sharder===
  
Line 267: Line 235:
 
* '''Target Hit Numbers:''' (2, 4)
 
* '''Target Hit Numbers:''' (2, 4)
 
* '''Type:''' Street Ranged, Single Handed
 
* '''Type:''' Street Ranged, Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
 
''Shard Demon Glasscasters (or Sharders for short) are simple pistol-like devices with wide barrels and a clip-on ammo feed. Uniquely, the sharder's ammo feed can be packed with jst about anything with some silicate in it - mud, sand, stone or dirt. When the gun is fired the shard demon within unleashes a characteristic high pitched wail and the gun converts the dirt ammo into hundreds of tiny shards of glass, which are then expectorated from the barrel.''
 
''Shard Demon Glasscasters (or Sharders for short) are simple pistol-like devices with wide barrels and a clip-on ammo feed. Uniquely, the sharder's ammo feed can be packed with jst about anything with some silicate in it - mud, sand, stone or dirt. When the gun is fired the shard demon within unleashes a characteristic high pitched wail and the gun converts the dirt ammo into hundreds of tiny shards of glass, which are then expectorated from the barrel.''
  
''This weapon is very popular with street gangers, as its cheap to manufacture and maintain, has an excellent rate of fire, and doesn't set fire to surroundings or deal collateral property damage(which is a distinct advantage when you're fighting in your own neighbourhood). It is less favoured by the military, as the shard fragments are too easily deflected by armour.''
+
''This weapon is very popular with street gangers, as its cheap to manufacture and maintain, has an excellent rate of fire, and doesn't set fire to surroundings or deal collateral property damage(which is a distinct advantage when you're fighting in your own neighbourhood). It is less favoured by the military, as it has a hard time dealing with armour.''
  
 
'''Special Game Rules:''' Add +1 to the Magnitude of a successful attack roll with this weapon. Against armoured opponents, double the Armour Rating of the target versus this weapon. If you are making a 1-dice attack with this weapon, add a further +1 to the Magnitude of the attack.
 
'''Special Game Rules:''' Add +1 to the Magnitude of a successful attack roll with this weapon. Against armoured opponents, double the Armour Rating of the target versus this weapon. If you are making a 1-dice attack with this weapon, add a further +1 to the Magnitude of the attack.
 
<br><br>
 
<br><br>
 
 
===Thrown Bottle===
 
===Thrown Bottle===
 
''(also use same stats for jagged rocks, hurled cutlery and any other unpowered unenhanced single handed improvised ranged weapon)''
 
''(also use same stats for jagged rocks, hurled cutlery and any other unpowered unenhanced single handed improvised ranged weapon)''
Line 283: Line 249:
 
* '''Target Hit Numbers:''' (2, 4)
 
* '''Target Hit Numbers:''' (2, 4)
 
* '''Type:''' Street Ranged, Single Handed
 
* '''Type:''' Street Ranged, Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1 per 5 items  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1 per 5 items  '''Mobility Penalty:''' 0
  
''When you've got six Burners running at you with knives and crowbars, it's good to have a gun. Of course, if you don't have a gun then flinging whatever you have to hand is still better than going toe to toe.
+
''Naturally, it's better to have a gun, but if you don't have a gun then flinging whatever you have to hand is often better than going toe to toe.''
 
 
''A thrown bottle isn't a weapon of first choice, but often it will do the job as well as a sharder or firedart gun.''
 
  
 
'''Special Game Rules:''' Add +1 to the Magnitude of a successful attack roll with this weapon. As thrown weapons, thrown bottles are single use.
 
'''Special Game Rules:''' Add +1 to the Magnitude of a successful attack roll with this weapon. As thrown weapons, thrown bottles are single use.
Line 303: Line 266:
 
* '''Target Hit Numbers:''' (2)
 
* '''Target Hit Numbers:''' (2)
 
* '''Type:''' Specialist (Melee), Double Handed
 
* '''Type:''' Specialist (Melee), Double Handed
* '''Damage Type:''' Fire.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
Line 326: Line 288:
 
* '''Target Hit Numbers:''' (6)
 
* '''Target Hit Numbers:''' (6)
 
* '''Type:''' Specialist (Melee), Single Handed
 
* '''Type:''' Specialist (Melee), Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
Line 344: Line 305:
 
* '''Target Hit Numbers:''' (4)
 
* '''Target Hit Numbers:''' (4)
 
* '''Type:''' Specialist (Melee), Single Handed
 
* '''Type:''' Specialist (Melee), Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
Line 358: Line 318:
  
 
'''Master Level Effect:''' A Master in this Specialist Weapon can make a Reflexive Automatic action that costs X dice to adjust X dice on an attack ''against'' him by one pip up or down. This counts as a defence. For example, if attacked with a roll of "3, 4, 6, 6" the Master could spend 3-dice as an automatic reflexive action to make that attack roll "2, 3, 5, 6".
 
'''Master Level Effect:''' A Master in this Specialist Weapon can make a Reflexive Automatic action that costs X dice to adjust X dice on an attack ''against'' him by one pip up or down. This counts as a defence. For example, if attacked with a roll of "3, 4, 6, 6" the Master could spend 3-dice as an automatic reflexive action to make that attack roll "2, 3, 5, 6".
<br><br>
 
  
 
===Smokeknife===
 
===Smokeknife===
Line 365: Line 324:
 
* '''Target Hit Numbers:''' Melee: (5, 6) Ranged: (2, 4)
 
* '''Target Hit Numbers:''' Melee: (5, 6) Ranged: (2, 4)
 
* '''Type:''' Specialist (Melee or Ranged), Single Handed
 
* '''Type:''' Specialist (Melee or Ranged), Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
Line 380: Line 338:
 
'''Proficient Level Effect:''' Proficiency in this specialist weapon increases Hit Target Numbers to (3, 5, 6) for Melee and (2, 3, 4) for thrown. Also, the wielder can now make basic transitions of the weapon to and from smoke-form, allowing him to treat the knife as having an Encumbrance value of 0.
 
'''Proficient Level Effect:''' Proficiency in this specialist weapon increases Hit Target Numbers to (3, 5, 6) for Melee and (2, 3, 4) for thrown. Also, the wielder can now make basic transitions of the weapon to and from smoke-form, allowing him to treat the knife as having an Encumbrance value of 0.
  
'''Expert Level Effect:''' An Expert in this Specialist Weapon can draw a Smokeknife that he is carrying as a 0-dice automatic action (instead of the normal 1 dice automatic action).  
+
'''Expert Level Effect:''' An Expert in this Specialist Weapon can draw a Smokeknife as a 0-dice automatic action (instead of the normal 1 dice automatic action). Also, as a 1-dice automatic action he can move a Smokeknife that he is attuned to into his hand. He must have a free hand to activate this effect, and the Smokeknife must be within one hundred miles of his current location.
  
Also, as a 1-dice automatic action he can teleport an attuned Smokeknife to into his hand. He must have a free hand to activate this effect, and the Smokeknife must be within one hundred miles of his current location.
+
'''Master Level Effect:''' A Master in this Specialist Weapon can ignore Armour Rating when making smokeknife attacks, so long as there are gaps in the armour large enough for smoke to pass through. Also, before attacking in melee or at range he can elect to replace his usual Hit Target Numbers with (1, 2, 3). This must be declared before the attack is rolled.
  
'''Master Level Effect:''' Before attacking in melee or at range the Master can elect to replace his usual Hit Target Numbers with (1, 2, 3). This must be declared before the attack is rolled. Attacks declared using this option ignore Armour Rating, so long as there are gaps in the armour large enough for smoke to pass through.
 
<br><br>
 
 
----
 
----
  

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)