Difference between revisions of "Flamepunk: Weaponry"

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(Military Melee Weapons)
(Military Melee Weapons)
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'''Special Game Rules:''' Damage dealt by a firemaul is equal to three times the success level on the 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:''' Damage dealt by a firemaul is equal to three times the success level on the 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.
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===Greataxe===
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''(also use same stats for double handed swords, long warhammers, long spears and any other unpowered unenhanced double handed melee weapon)''
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* '''Price:''' 50 Dragons
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* '''Target Hit Numbers:'' (5, 6)
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* '''Type:''' Military Melee, Double Handed
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* '''Encumbrance:''' 2  '''Mobility Penalty:''' 0
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''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.''
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'''Special Game Rules:''' Damage dealt by a greataxe is equal to twice the success level on the attack roll. Also, a greataxe deals +X damage on a successful attack, where X is the number of attack dice remaining after defences have been applied. Note that this extra damage is not multiplied by magnitude or other factors.
  
 
===Hellsword===
 
===Hellsword===

Revision as of 08:52, 21 January 2008

Flamepunk:Main Page -> Flamepunk: Technology and Weaponry -> Flamepunk: Weaponry

Overview of Weaponry

Weaponry is divided into types, then presented with the following stat block:

Name of Weapon

  • Price
  • Target Hit Numbers:
  • Type
  • Encumbrance: Mobility Penalty:

Description.

Special Game Rules:


Military Melee Weapons

Crusader Firemaul

  • Price: 800 Dragons
  • 'Target Hit Numbers: (5, 6)
  • Type: Military Melee, Single Handed
  • 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.

Special Game Rules: Damage dealt by a firemaul is equal to three times the success level on the 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.

Greataxe

(also use same stats for double handed swords, long warhammers, long spears and any other unpowered unenhanced double handed melee weapon)

  • Price: 50 Dragons
  • 'Target Hit Numbers: (5, 6)
  • Type: Military Melee, Double Handed
  • 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.

Special Game Rules: Damage dealt by a greataxe is equal to twice the success level on the attack roll. Also, a greataxe deals +X damage on a successful attack, where X is the number of attack dice remaining after defences have been applied. Note that this extra damage is not multiplied by magnitude or other factors.

Hellsword

  • Price: 1500 Dragons
  • 'Target Hit Numbers: (5, 6)
  • Type: Military Melee, Single/Double Handed
  • 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: Damage dealt by a hellsword is equal to three times the success level on the attack roll. 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 any other factors)

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: 50 Dragons
  • 'Target Hit Numbers: (5, 6)
  • Type: Military Melee, Single Handed
  • 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.

Special Game Rules: Damage dealt by a longsword is equal to twice the success level on the attack roll.

Military Ranged Weapons

Firedart Launcher

Pyre Caster

Street Melee Weapons

Ashblade

Broken Bottle

(also use same stats for snapped chair legs, sharpened femurs, foot-long industrial spikes and any other unpowered unenhanced single handed improvised melee weapon)

  • Price: (Nil)
  • 'Target Hit Numbers: (5, 6)
  • Type: Street Melee, Single Handed
  • Encumbrance: 1 Mobility Penalty: 0

You're not always going to have a weapon on you, but with a little imagination, you'll find that weapons are everywhere. Grab that bottle and smash the bottom off, and you have a "street dagger". Take that crowbar off the wall, and you've got yourself a weapon as well as a tool. Hell, grab that half-brick over there, and you can probably stave someone's skull in.

Special Game Rules: Damage dealt by a broken bottle is equal to twice the success level on the attack roll. If you roll more "1"s than hits on your final attack roll (after defence and other modifiers have been applied) the weapon is considered to be ruined, and can no longer be used as an effective weapon. (If a character insists on still using it, he counts as making unarmed attacks).

Weapons with the above stats are designated nil cost, as you can easily improvise them off street junk.

Knife

(also use same stats for punch daggers, spiked knuckledusters, kris and any other unpowered unenhanced single handed melee weapon that is less than a foot in length)

  • Price: 10 Dragons
  • 'Target Hit Numbers: (5, 6)
  • Type: Street Melee, Single Handed
  • Encumbrance: 1 Mobility Penalty: 0

Soldiers may walk around with big swords, but street punks know that its not about the size of your weapon - its what you do with it. There are pros and cons to a shorter blade in actual fighting, but barring skill differences, things about even out. The typical Burner, therefore, goes for the weapons which you can hide up your sleeve, and which cost less to make.

Special Game Rules: Damage dealt by a knife is equal to twice the success level on the attack roll.

Street Ranged Weapons

Sharder

Specialist Weapons

Cauteriser

Excrutiator Whip

Monowire

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