Arms

Table of Contents
Primary Item (H2)

Mod­ern and archa­ic alike. Many out­mod­ed by mod­ern stan­dards, but still com­mon in the hands of cut­ters, loot­ed from ancient places or new-made to suit their unique tac­tics.

Prices giv­en in gold­en pounds (£,) pence (p,) and shillings (s).

Melee spe­cials:

  • Slow: 1 attack or coun­ter­at­tack per­mit­ted per round
  • Hand­guard: 50% of hand hits are blocked
  • Ver­sa­tile: reach can be short­ened to any with­in max.

Vari­ants: “+” fea­tures can’t be added to an exist­ing weapon; they deter­mine the price of a weapon built with these fea­tures. Options with match­ing dag­gers (†, ‡) can­not be com­bined.

melee, tools

weapon skill spe­cial bur­den reach hands dam­age block price
Bull­whip Snap & Lash 1# 3 m* 1 h 1d4 0 £2
Bill­hook
Hack & Slash 1# 1 m 1 h 1d4+2 S 1d4 £1
Crow­bar Crush & Strike slow 2# 1 m 1 h d4+2 B/P 1d6 £2
Knife Lunge & Jab
Hack & Slash
S 0 m 1 h 1d4+1P/S 1d4 £1
Pipe wrench Crush & Strike slow 3# 1 m 1 h 1d6+1 B 1d6 £1
Ham­mer Crush & Strike 1# .5 m 1 h d4+2 B 1d4 £2
Hatch­et  Hack & Slash 1# .5 m 1 h d4+2 S 1d4+1 £2
Saw
Hack & Slash 1# 1 m 1 h d4+1 S 1d4 £1
Shov­el, muni­tions Hack & Slash 1# 1 m 1 h d4+1 B/S 1d4+1 £3
Sledge­ham­mer Maul & Split slow 4# 1 m 2 h 1d6+2 B 1d4 £3
Split­ting axe                                  Maul & Split slow 3# 1 m 2 h 1d6+2 S 1d4 £3

melee, modern

weapon skill spe­cial bur­den reach hands dam­age block price
Bar mace Maul & Split
Crush & Strike
2# 1 m 1 h 1d4+3 B 1d4+2 £20
Bru­tal 50 cm steel bar. Four short flanges run the length. A dis­til­la­tion of all maces come before. Car­ried by coro­ners and secu­ri­ty forces.
Bas­ket-hilt Hack & Slash
Hew & Thrust
hand­guard 1# 2 m 1 h 1d4+2 S/P 1d4+3 £30
Heavy dou­ble-edged cav­al­ry broadsword, grip enclosed by an open­work armored guard. Pop­u­lar in Lyre­ness duel­ing tra­di­tion.
Brass knuck­les Hand-to-Hand S 0 m 1 h d4+2 B 1d4-1 £1
AKA a Porth­mat­tock Hand­shake, the Mag­ic Rings, a den­tisty kit, a Mar­chona Belt Buck­le, or a Ciamese Paper­weight. 
Cor­ri­dor pick Crush & Strike 1# 1 m 1 h 1d4+3 P 1d6 £20
Light war pick of deceiv­ing­ly del­i­cate con­struc­tion. Named by cut­ters for its util­i­ty in tight pas­sage­ways.
Cosh Hand-to-Hand S 0 m 1 h d4+1 B 0 £1
Flex­i­ble sap. Whale­bone with rope or leather shell and a lead core. Used in self defense, naval dis­ci­pline, or for sap­ping unsus­pect­ing marks. 
Cut­lass
Hack & Slash
Lunge & Jab
hand­guard,
ver­sa­tile
1# 1 m 1 h d4+2 P/S 1d4+2 £25
Curved sin­gle-edged naval short sword. Cupped hand­guard. Intend­ed for use aboard ships, but use­ful in the con­fines of tombs.
Foot sword
→ affixed as bay­o­net
Hew & Thrust
Spear & Ward
affix­es to
gun­spring
1#
1 m
2 m
1 h
2 h
d4+2 P/S
d4+2 P/S
1d6
1d6+1
£10
Stout mod­ern gla­d­ius. A machete or fascine knife as much as a sidearm. Mounts on a muni­tions gun­spring.
Hal­berd Spear & Ward
Maul & Split
 slow 3 3 m* 2 h d4+3 P/S 1d6+1 £35
Polearm with heavy axe blade, spear head, and hook. Applic­a­ble against for­ma­tions, mount­ed fight­ers, and large mon­sters. 
Knuck­le knife Lunge & Jab
Crush & Strike
hand­guard 1# 0 m 1 h 1d4+2 B/P/S 1d4 £15
Fight­ing knife with spiked knuck­le-guard and “skull crush­er” pum­mel. Recent­ly pop­u­lar in war and ven­tur­ing.
Lead­cut­ter
Hack & Slash
Maul & Split
hand­guard,
slow
2# 1 m 1 h d4+3 S 1d4+2 £30
Super-heavy cut­lass for parade and cir­cus exhi­bi­tions. Renowned for bisect­ing lead pipes and hog car­cass­es. 
Longsword Spear & Ward
Hew & Thrust
ver­sa­tile 2 2 m 2 h d6+2 P/S 1d4+3 £60
Cru­ci­form sword of prodi­gious length. Pro­pelled from obscu­ri­ty as a duel­ing instru­ment by cut­ters enam­ored by its effi­ca­cy.
Pike head
→ affixed as pike
Lunge & Jab
Spear & Ward
affix­es to haft 1
4
0 m
25 m*
1 h
2 h
d4+1 P
d4+3 P/S
1d4
1d6
£6
Leaf-shaped pike head with petite quil­lons. Typ­i­cal­ly car­ried in a hol­ster, assem­bled as need­ed, a prac­tice oblique­ly dubbed “hoist­ing the duke.”
Sabre Hack & Slash
Lunge & Jab
hand­guard  1# 2 m 1 h d4+2 P/S 1d4+2 £30
Long sin­gle-edged cav­al­ry sword with hand­guard, often curved. Com­mon offi­cer’s sidearm..
Sen­try axe Maul & Split
Hew & Thrust
 slow 3# 2 m 2 h d6+2 S 1d6+1 £35
Sub­stan­tial bardiche on a rein­forced haft. Tra­di­tion­al gate guard arma­ment. Pop­u­lar among heavy infantry, who steady their guns atop it.

melee, archaic

weapon skill spe­cial bur­den reach hands dam­age block price
Epée / rapi­er Lunge & Jab 1# 2 m 1 h 1d4+2 P /1d4 S 1d4+2
Fal­chion Hack & Slash 1# 2 m 1 h d4+2 P/S 1d4+2
Gla­d­ius Hew & Thrust 1# 1 m 1 h d4+2 P/S 1d4+2
Par­ti­san Spear & Ward
Maul & Split
slow 3# 3 m* 2 h d4+3 P/S 1d6+1
Poleaxe / bardiche Maul & Split
Hew & Thrust
3# 2 m* 2 h d4+3 S 1d6+1
Pike Spear & Ward 4# 5 m* 2 h d4+3 P/S 1d4
Arm­ing sword Hack & Slash
Lunge & Jab
1# 2 m 1 h d4+2 P/S 1d4+3
War maul Maul & Split slow 5# 1 m 2 h d6+2 B 1d6
Spear Spear & Ward 1# 3 m* 1 h / 2 h d6 / d4+2 P  1d4
Miseri­corde Lunge & Jab S 0 m 1 h d4+2 P 1d4
Zwei­han­der Spear & Ward
Hew & Thrust
ver­sa­tile
slow
3# 3 m 2 h d6+2 P/S 1d6+1
 

Archa­ic weapons are not typ­i­cal­ly avail­able for sale. 

ammunition

item bur­den  Price
Arrow/bolt, bod­kin, sheaf (24) XXS £1
Arrow/bolt, broad­head, sheaf (24) XXS £1
80 gr fléchette, box  (12) XS 2p
120 gr fléchette, box  (12) XXS 4p
150 gr fléchette, box  (12) XXS 1S
220 gr fléchette, box  (12) XXS 1S 3p
330 gr fléchette, box  (12) XXS £1
400 gr fléchette, box  (12) XXS £1 1S
1 kg boule, steel 1# £10
80 gr mag­a­zine, 6-cap. XS 4p
120 gr mag­a­zine, 6-cap. XS 8p
150 gr mag­a­zine, 6-cap. XS 12p
220 gr mag­a­zine, 6-cap. S £1
330 gr mag­a­zine, 6-cap. S £2
400 gr mag­a­zine, 6-cap. S £3
14 mm har­poon shell
1# £4
14x200 mm lance shell
S £2
18x300 mm lance shell
S £5
18x300 mm mag­a­zine, 3-cap. 1 # £12
60 mm rock­et
3 # £50
Field cranequin 1 £3
Wind-spoon XS 1S
Light coil (6 shots) S £1
Muni­tions coil (6 shots) 1# £3
Artillery coil (6 shots) 1# £12
     
SPECIAL AMMUNITION
Brisant (220 gr and larg­er only) n/a + £9
Broad­cast (220 gr and larg­er only) n/a + £2
Fran­gi­ble n/a + £6
Helial (lance shell only) n/a + £10
As mag­a­zines are con­tain­ers, use their stack­ing val­ue only when emp­ty.
To buy spe­cial ammo, add its price to the base price of the ammo.

fléchettes
Hard­ened steel darts. Cased in bal­sa-wood sabots meant to stack nice­ly in a mag­a­zine and tra­verse a rail-bar­rel with min­i­mal fric­tion. Gun­fights invari­ably deposit a crunchy scat­ter­ing of sabot-bits.

Brisant Ammunition
Incen­di­ary-explo­sive. Embeds in armor, sput­ter­ing with microdet­o­na­tions. Breach­es armor when deal­ing dam­age equal to hard­ness, not just when exceed­ing it. Pierc­ing wounds inflict +1 burn stress. Ignites flam­ma­bles.

Broadcast ammunition 
Designed for hunt­ing fowl, these sabots con­tain a bun­dle of hard­ened shards that expand into a flock when loosed, grant­i­ng an edge to attacks out­side the first range incre­ment, but deal­ing -1 dam­age at all ranges.

Frangible Ammunition
This ammo frag­ments with­in the wound, wors­en­ing recov­ery and heal­ing. Fran­gi­ble rounds shat­ter with­in the tar­get. They deal -1 dam­age, but wounds inflict­ed by them always inflict 1 Impale stress requir­ing surgery to heal.

Helial shells
Heli­um-filled, then care­ful­ly sealed with a rup­ture valve. In the heli­um, pres­sure waves prop­a­gate faster than in air, pro­ject­ing sabots at super­son­ic veloc­i­ties. A helial shot is deaf­en­ing in enclosed spaces and burns blue-bright after­im­ages in onlook­er’s eyes. Nor­mal shells may be loaded with helial pay­loads. Helial shells inflict +1 dam­age.

ballistic, modern

name skill burd. dam. cap. ROF reload ammo range cost
Lev­erette Lon­garm 3 # 1d8 + 1 P 6 every oth­er 1 ind 220 gr 20 m £30
+ breechloader ‡
+ extend­ed mag­a­zine ‡
+ cas­sette mag­a­zine ‡
+ mute baf­fles
+ 330 gr pay­load
+ high ampli­tude springs









2d4 + 1P
1
+4
mag








2



330 gr

220 gr mag.

330 gr



-5 m
-10 m
+15 m
- £10
+ £4
+ £7
+ £21
+ £14
+ £14
Pis­to­lette Pis­tol 1 # 1d6 + 1 P 6 every oth­er 1 ind 120 gr 8 m £20
+ breechloader ‡
+ extend­ed mag­a­zine ‡
+ cas­sette mag­a­zine ‡
+ mute baf­fles
+ 80 gr pay­load †
+ largo for­mat †




S
2#




d6 P
2d4 P
1
+2
mag

10
sin­gle






2


2 hand­ed


120 gr mag.

80 gr



2 m
+4 m
+2 m
- £5P
+ £4
+ 5P
+ £12
+ £7
+ £10
Pis­tol gun­spring Pis­tol 1 # 1d6 + 1 P mag every action 3 150 gr mag. + light coil 8 m £40
+ inter­nal mag­a­zine
+ mute baf­fles
+ vest pock­et for­mat †
+ mag­num for­mat †
+ match stock


S
2#
+1#


d4 + 2 P
2d4 P
6
mag
mag
mag



every oth­er
5



2 hand­ed
-mag

80 gr mag
220 gr

-2 m
-2 m

+10 m
- £10
+ £20
+ £12
+ £32
+ £15
Ser­vice gun­spring Lon­garm 3 # 1d8 + 1 P mag every action 3 330 gr mag. + muni­tions coil 20 m £80
+ dual feed
+ mute baf­fles


mag
mag

2


+ £40
+ £35
Pep­per­box Pis­tol S 1d6 4 every action not in per­il 120 gr 4 m £20
+ six-shoot­er
+ dop­pelschütz
S
1#

1d6 + 1
6
2




+ £15
+ £10
Big game lance Lon­garm 4 # 2d6 P 1 sin­gle 3 18x300 mm shell 24 m £90
Har­poon lance Lon­garm 3 # d4 + 3 P 1 sin­gle 2 14x200 mm har­poon shell 20 m £30
+ linecast­er 1 sin­gle £10
Hunt­ing lance Lon­garm 3 # 2d4 p 3 every oth­er 3 14x200 mm shell 20 m £60
+ breechloader †
+ inter­nal mag­a­zine †
+ mute baf­fles




1
mag
mag
sin­gle


5

14x200 mm shell mag.


18 m
- £20
+ £45
+ £35
Hunt­ing lance, super­posed Lon­garm 3 # 2d4 p 2 every action 3 14x200 mm shell 20 m £40
Catapult/slingshot Bow S 1d2 1 sin­gle 1 rocks/bullets 6 m 3p
artillery
Bollester stron­garm 4 # d6 + 2 b* 1 sin­gle 1 1 kg boule*
1 artillery coil per 3 shots
10 m £425
+ hop­per 5 # 3 every oth­er 3 + £125
Snipe-spring Lon­garm 4 # d6 + 3 P mag every oth­er 3 400 mag, artillery coil 60 m £565
Vol­ley-spring Lon­garm
Stron­garm
5 # d6 + 2 P mag twice every action 6 330 gr mag. x2, artil. coil x2 20 m £380
Rock­et gun Stron­garm 9 #  2d6+2 P* 1 sin­gle not in per­il 60 mm rock­et 20 m £200
Skill: ranged skill top­ic required to use this weapon.
Bur­den: weight of weapon in bur­den (3.) Weapons of 1# and above can be used to pum­mel for 1+d4 B dam­age.
Dam­age: dam­age and dam­age type dealt when an attack hits.
Capac­i­ty: how many shots you can take before reload­ing. “mag” means the capac­i­ty equals the insert­ed mag­a­zine. base mag capac­i­ty is 6
ROF (rate of fire): the delay, in actions, between shots. “Sin­gle” means that ROF is tied to the weapon’s reload, mean­ing it is sin­gle shot.
Reload: actions require to reload the weapon to full capac­i­ty. If “ind” is list­ed, the weapon loads indi­vid­ual rounds and can shoot with just 1 loaded.
Ammo: pro­jec­tile required to shoot. if “mag” is list­ed, the ammo must be loaded into a cas­sette mag­a­zine to shoot.
Range: range in meters. each range incre­ment beyond the first applies -1 to hit.
Cost: cost in GP

ballistic, archaic

name skill burd. dam. cap. ROF reload ammo range cost
Mouse-bow Bow S 1d4 P 1 sin­gle 1 Mouse arrow    6 m  £18
Hunt­ing bow Bow S 1d6 * P 1 sin­gle 1 Arrow 20 m 15p
War­bow Bow 1 # 1d6 * P 1 sin­gle 1 Arrow 24 m £1 1s
Cross­bow, mouse  Lon­garm S 1d4 P 1 sin­gle 2 Short bolt 10 m £4
Cross­bow Lon­garm 2 # 1d6 + 1 P 1 sin­gle 4 Bolt 24 m £4
Spring­bow Lon­garm 2 # 1d6 + 1 P 1 sin­gle 2 Bolt 20 m £7

thrown

name skill dam­age range size cost
Bolas Cast & Tan­gle 1 m tan­gle area/1 tar­get Might + 8 1 # £2
Harpoon/javelin Hurl & Pitch d4 + 3 p Might + 8 1 # £4
Net
Cast & Tan­gle 2 m tan­gle area Might + 2 1 # £1
Lar­i­at Cast & Tan­gle 1 m tan­gle area/1 tar­get Might + 4 1 # £3
Sling
Cast & Tan­gle 1d4 (+2 if spun 1 act., +3 if 2) Might + 12 S £2
Throw­ing knife Flip & Fling d4 + 1 p Might + 6 S £1
Throw­ing axe Flip & Fling d4 + 2 s Might + 4 1 # £2

bombs

name skill dam­age range size cost
Apple grenade † Throw: Any Spe­cial, pierc­ing Might + 2 1 # £18
Coil­bomb Throw: Any Spe­cial, slash­ing Might + 2 1 # £5
Coroner’s bomb Throw: Any spe­cial Might + 4 s £3
Impro­vised thrown Throw: Any d4+1 b Might + 2 varies n/a
Stick grenade † Throw: Any spe­cial, blud­geon­ing Might + 4 s £12
Fire­bomb Throw: Any spe­cial Might + 4 s £10
Flash­bomb Throw: Any spe­cial Might + 2 s £12
Mucilage bomb Throw: Any spe­cial Might + 2 1 # £15
Phos­phor bomb Throw: Any spe­cial Might + 4 s £16
Vac­u­um bomb  Throw: Any spe­cial Might + 4 1 # £11
Bombs marked with X: 1-in-4 chance of trig­ger­ing 2 explo­sive mishaps when thrown under­ground or in stone struc­tures. 

Bows

Warbow

An immense bow in an ancient style. Made of whale­bone, osage, or black locust and sur­pass­ing 70 Kg in draw weight. Only skilled archers may make full use of them: A Shoot: Bow skill of 6 or more grants a war­bow +1 dam­age.

Gunsprings

Autoload­ing fléchette throw­ers. With a loaded mag­a­zine and a charged main­coil, they may shoot with­out pause until emp­ty. Stan­dard mag­a­zine size is 6 shots. Stan­dard coil charge is 6, to match. High­er capac­i­ties for each are avail­able, but expen­sive.

Baffled Gunsprings

Inter­nal baf­fles that sup­press the weapon’s report. 

Formosa Murcielaga (Cimarrona)

The mat­te-black Mur­ciela­ga presents a com­pressed, elon­gat­ed pro­file. Flat, to lay incon­spic­u­ous under a jack­et. Lus­ter­less, so as not to gleam in the moon­light.

Eventine Takedown Mk.II (Firlish)

Skele­tonized and flat. Bland, mat­te gray paint. Dis­as­sem­bles into small, non­de­script com­po­nents using no screws or pins. Trans­par­ent­ly designed for assas­sins.

pistolette

Unless spec­i­fied, all pis­to­lettes have a capac­i­ty of 7.

Sterling g12 “Nutcracker” (Firlish)

An aging mod­el once issued in pairs to cav­al­ry offi­cers. Dubbed “Nut­crack­er,” for its long, unpleas­ant­ly crunchy lever-action stroke. A com­mon mil­i­tary sur­plus item.

Service gunspring

All ser­vice gun­springs are base mod­el and pos­sess bay­o­net lugs, unless spec­i­fied. They are meant for 6-shot coils and 6-shot mag­a­zines, by default, but can accept larg­er ones.

Formosa E2 (Cimarrona)

The lengthy E2 (e-dos) is built entire­ly from stamped, pressed oxide black steel. Its sur­faces are ribbed for strength, and all its spring hous­ings are sim­i­lar cor­ru­gat­ed. An incon­gru­ous hump pro­trudes from the receiv­er, hous­ing del­i­cate opti­cal glass and lumi­nous gold­en crosshairs: An inte­gral reflex sight. Optic: no attack roll penal­ty in 2nd range incre­ment (80 meters.) 

Guillotine Petronel (Belvirinian)

Adalace Guillotine’s orig­i­nal autoloader, still pro­duced by the epony­mous Guil­lo­tine GMB (Guilde des Machin­istes Belviriniens.) A rather démodé design—with its short pec­toral stock, com­pact rails, and no bay­o­net lug—but it bears the hall­marks of 100 years’ refine­ment. Ignores first wear roll if recent­ly oiled.

LMW Sturmcaliver (Lothrheimer)

Lothrre­ich Maschinew­erke (LMW) built the Sturm­caliv­er for close-quar­ters com­bat. The weapon—all extrud­ed steel and rich nitride finish—boasts an 80 cm beveled spile intend­ed as a mas­sive bay­o­net and point-guide for instinc­tive shoot­ing. Spile: as epee bay­o­net. Quick-release lug allows embed­ded bay­o­net to be released in tar­get (free action.) 

Manon Mk.III (Leelandic)

A civil­ian mod­el, man­u­fac­tured in Mod­deroi. Intend­ed for sports­men, but noto­ri­ous for its whole­sale dis­tri­b­u­tion to Firl­ish mob­sters. Light­weight, pre­sent­ing more wood­en fur­ni­ture than vis­i­ble steel. The wood is nitro-lac­quered red maple. The steel is gar­nished with con­trols heat-treat­ed to taste­ful corn­flower blue and straw-gold. No bay­o­net lug. Floats on water.

Sterling G45 “Andiron” (Firlish)

Firlund’s ser­vice weapon. A rec­tan­gu­lar shroud enclos­es the weapon from stock to muz­zle, pre­sent­ing a bru­tal­ist sil­hou­ette. It’s adorned by a sight­ing rib and a straight fore­grip, both knurled. The grip is detach­able, has a T–shaped base, and is loved amongst ser­vice­men for its util­i­ty in arrang­ing camp­fires. Fore­grip.

pistol gunspring

All pis­tol gun­springs are meant for 6-shot coils and 6-shot mag­a­zines, by default, but can accept larg­er ones.

Bernini Silhouette (Mapolitan)

A tar­get pis­tol, nonethe­less dead­ly. Hand­some blue steel. Per­haps inge­nious­ly, the design­ers at Berni­ni placed the Sil­hou­et­te’s coil direct­ly under the mouth of the bar­rel, intend­ing it to serve dual pur­pose as a coun­ter­weight. A wise design for a par­lor sharp­shoot­er, but a risky ori­en­ta­tion for fight­ing.
+10 effec­tive range. Hits to the wield­er’s hand have a 2-in-6 chance of burst­ing the pis­tol’s coil.

Richter & Darling Model 40 “Warspite”(Firlish)

Long offered to Firl­ish offi­cers as a ser­vice pis­tol upgrade. Steely and pointable as a duel­ing sword, with a bird’s-head grip sug­gest­ing the hook of a state­ly cane. These noble pre­tens­es belie the War­spite’s prac­ti­cal­i­ty: Each pis­tol comes with a boiled leather scab­bard that slots into the grip, mak­ing a redoubtable stock.
Attach­able stock (3 actions in per­il) grants +10 m range and requires 2 hands.

Guillotine chasseur R (Emperoussin)

These grey steel hand­guns were recalled and retooled six years after issue and rein­forced to pre­vent their coils spon­ta­neous­ly burst­ing. These are stamped with an “R” over the breech (for retra­vail­lé,) just below the roy­al hon­ey­bee icon mark­ing them prop­er­ty of the Emper­oussin Domin­ion. They are ade­quate mil­i­tary sidearms and remain in the hol­sters of Domin­ion forces today. Many have reached the civil­ian mar­ket, includ­ing thou­sands not yet mod­i­fied.
Non-R exam­ples may explode when jammed (1-in-4.)

LMW Selbstlader 3.446 (Lothrheimer)

A new mod­el rushed into ser­vice in antic­i­pa­tion of the Lothr-Belvirine Pro­hi­bi­tion War. Its clamshell hous­ing of stamped steel is fin­ished in soft nitride, and its utter­ly flat muz­zle allows it to be set face-down like a sta­ple gun. A clever through-frame design per­mits a dis­charged coil to be eject­ed as a fresh one is pushed into place.
-1 action required to ful­ly reload.

Manon 150CA “Briquet” (Leelandic)

Charge­ment Automa­tique 150. Ele­gant. First pis­tol to feed dis­card­ing-sabot fléchettes. Its action expos­es the wood­pulp sabot seg­ments to extreme friction—they eject smok­ing, smol­der­ing suf­fi­cient­ly to light a cig­a­rette, earn­ing the 150CA its sobri­quet. Retired in 4.430 fol­low­ing brief ser­vice in the sec­ond Nut­meg War, deemed a fire haz­ard.
Dou­bles as a lighter when shot.

Sterling G47 “Granger” (Firlish)

The first Firl­ish pis­tol not intend­ed for cav­al­ry­men. Stout, blocky, with a ludi­crous­ly high sight axis. Man­u­fac­tured in the heart of Fir­lund’s Black Coun­ty, it is an icon of iron. An idol of indus­tri­al war beloved by Army offi­cers and Ster­lin­gite gang­sters both.
Counts as a cosh.

Subcompact

A tiny gun­spring with an inte­gral coil and 6-shot mag­a­zine. Made for con­ceal­ment and for use by mice. Must be charged at a lever mill in order to shoot.  

Pepperbox

A grip and four spring loaded rail-bar­rels. Requires a wind spoon to recharge each bar­rel, which takes some time.

artillery

Heavy weapons with spe­cial­ized intent.

bollester

Or pétan­quer. A bulky launch­er that projects har­row­ing steel balls (boules.) Its resiz­able shot cup can be dialed-in to fit most spher­i­cal projectiles—including any round grenade.

  • Spe­cial: When shoot­ing boules: Wounds inflict­ed by boules always cause stag­ger on a failed For­ti­tude roll to resist wounds. If the wound already inflict­ed stag­ger, it is not changed.
  • Spe­cial: When shoot­ing grenades: On a miss, deter­mine scat­ter as per Thrown skill.

rocket gun

A steel tube with car­ry han­dle, aper­ture sight, rub­ber­ized grip, bipod, and asbestos padding around the mid­sec­tion. Fires 60 mm sabot­ed rock­ets. Attack­ing man-sized/s­mall­er tar­gets incurs -2 to hit. When fired stand­ing, the shoot­er is stag­gered. All with­in 3 m behind the shoot­er suf­fer 2 Burn stress + stag­ger from back­blast.

The rock­et inflicts 2d6+2 P. The tar­get and all with­in 2 m suf­fer the effect of a stick grenade det­o­na­tion’s out­er radius.

Snipe spring

A marksman’s weapon. A lengthy, rec­tan­gu­lar rail bar­rel flanked by pro­tract­ed dri­ve springs shroud­ed in steel. A huge, thrum­ming artillery coil lies nes­tled in the heavy stock. Oper­ates much like a muni­tions gun­spring, but at a slow­er rate of fire; the huge dri­ve springs take a moment to charge between shots.

Volley Spring

Two rec­i­p­ro­cat­ing heavy gun­spring mech­a­nisms rigged side-by-side, built to shoot in tan­dem. Shoots twice per attack, with the sec­ond suf­fer­ing -2 to hit. When shot prone, the weapon uses Shoot: Lon­garm. When stand­ing, it requires shoot: Stron­garm.

Ster­ling L40 “Thun­der­head” (Firl­ish)

A sub­stan­tial cast-iron frame with snub nose and hump­like alu­minum dust-cov­er, invari­ably dent­ed. With­in the hump, unsta­bi­lized dri­ve-springs rum­ble and crash with the slight­est jos­tle, boom­ing like cheap oper­a­house thun­der. Stealth is impos­si­ble while car­ry­ing the Thun­der­head.

Ide­na heraldika Mod. 23 (Kallachi­an)

Mis­tak­able for four organ-pipes laid lat­er­al­ly. Elon­gat­ed, tubu­lar, and brassy. The Mod­el 23’s “long-stroke” launch springs race back along the gun when loosed, pro­duc­ing a star­tling thump of iner­tia. When shot stand­ing up, push­es the wield­er 1 m back.

LANCES

Designed for mon­sters and large game. Lances are mighty, but mas­sive, expen­sive, and slow. Every shot dis­charges a spring-loaded pneu­mat­ic shell con­tain­ing a sabot-loaded pres­sure cham­ber over a pis­ton and odite coil­spring. These shells are large cylinders—exceeding 200 mm—and their pow­er­plant springs rival the dual dri­vesprings of autoload­ers. The pneu­mat­ic action is vio­lent, com­bust­ing lubri­cants and sealant used to seat the sabot, accom­pa­ny­ing each shot with an acrid white plume. Spent shells are recharge­able and re-load­able for a shilling at any lever mill.

Harpoon lance

For sub­ju­gat­ing cachalots. 

Linecast­er: A spool of cable on a self-ten­sion­ing winch. Con­nects to the lance’s har­poon. Comes with a procurved hook under the barrel—useful for con­nect­ing a speared ani­mal to a gun­wale or to the gunner’s elbow. 

Crea­tures impaled by the har­poon are grap­pled as if the har­poon were a melee weapon held by the gun­ner. They are con­nect­ed to the gun/gunner, and can­not move away with­out drag­ging them or stress­ing the line. 

Hunting Lance

A gleam­ing meter of steel on a bur­nished stock. The heavy bolt action and mag­a­zine are one with the wood­en fur­ni­ture. When cycled, spent shells slide from the stock like the drop­pings of a mechan­i­cal preda­tor.

Hunting Lance, superposed

An ele­gant instru­ment. Two heavy rail-bar­rels stacked on a stiff lac­quered stock. The weapon breaks in half, per­mit­ting the shoot­er pluck out the smok­ing spent hulls and insert a fresh pair.

Big Game Lance

A four-foot bar­rel couched in baf­fled shrouds. A shock-absorbent hard­wood stock and rub­ber butt. A method­i­cal breach-action engraved with hunt­ing scenes. One shot. Dev­as­tat­ing; sur­pris­ing­ly qui­et.

thrown

Grenades and throw­ing blades use the Throw skill.

Coilbomb
A worn-out gun­spring coil over­clocked and rigged to a rude impact trig­ger. Doomed to dis­charge one last time in a glit­ter­ing flur­ry of razor alloy rib­bon. When thrown at a sur­face, all with­in 1 meters of impact suf­fer 1d6 slash­ing dam­age to 1d4 body areas. To dodge: -4.

Coroner’s bomb
A velum orb stamped with the Coroner’s League sig­il. Pli­ant, as if filled with sand, but hard with­in, slosh­ing with flu­id. A tra­di­tion­al recipe taught to coro­ners, one of the ear­li­est explo­sives made by humans. When thrown hard, it explodes on con­tact, burst­ing into a 1 meter-radius spray of con­cen­trat­ed griso­date ton­ic. Any­thing in with­in is sat­u­rat­ed by ton­ic. If they dodge, 1d4 body areas are soaked. The bomb is not harm­ful unless it scores a direct hit, which deals d4+2 blud­geon­ing.

Throwing Knife
A sim­ple, dou­ble-blad­ed length of hard­ened steel.

apple grenade
Defen­sive frag­men­ta­tion grenade in the Lothrheimer style (apfel­granate.) Meant for use while in cov­er.

A hefty cast iron ball, deeply seg­ment­ed, coat­ed in green glass. A “stem” emerges from the end. Pushed down, it reveals an arm­ing loop (1 action to arm.) A suc­cess­ful Throw roll is required to land a thrown hand grenade in a tar­get square.

Once armed, it det­o­nates on the next turn or the turn there­after. A grenade det­o­na­tion has an 6-meter radius. This radius is effec­tive even around cor­ners. Tar­gets in:

  • the inner 5 m suf­fer d4 + 3P dam­age to 4 body areas & are thrown 4 - [their speed penal­ty] meters unless they dodge suc­cess­ful­ly.
  • the out­er 5 m take d4 + 2B dam­age to 2 body areas & must roll Agili­ty -2 to resist knock­down.

To dodge the det­o­na­tion: -1 per square tra­versed in escape.

Stick Grenade
An attack grenade in the Firl­ish style. 

A cylin­dri­cal war­head packed with sta­bi­lized nitro­glyc­erin with a long haft for throw­ing. Pull the rip cord with an action to arm. A suc­cess­ful Throw roll is required to land a thrown hand grenade in a tar­get square. 

Once armed, it det­o­nates on your next turn or the turn after. A grenade det­o­na­tion has a 4-square radius. Tar­gets in:

  • the inner 2 m suf­fer d4+3B dam­age to 4 body areas & are thrown 4 - [their speed penal­ty] m unless they dodge suc­cess­ful­ly.
  • the out­er 2 m take d4+2B dam­age to 2 body areas & must roll Agili­ty -2 to resist knock­down & must roll Agili­ty -2 to resist knock­down.

To dodge the det­o­na­tion: -1 per square tra­versed in escape.

firebomb
A palm­ful of glass orb filled with clear gel. Comes in a quick-release wire cage to pre­vent acci­den­tal break­age. Shat­ters eas­i­ly on impact, immo­lat­ing a small area. If strik­ing a human-sized tar­get: Sets 1d4 body areas alight at inten­si­ty d6. If strik­ing a sur­face: Sets a square-meter area aflame; crea­tures mov­ing through suf­fer 1–2 areas set alight unless they dodge at -2. If if bro­ken, such as in a struck back­back, they burst and light the car­ri­er on fire.

Flashbomb
A thick glass sphere filled with fil­a­ments thick­ly coat­ed with mag­ne­sium and zir­co­ni­um. Steel leaves clasp the sphere on either side, joined at the top by a pull pin. Pulling the pin takes an action and caus­es the leaves to be free to dis­con­nect from the sphere. When thrown, the leaves fall away, and the bomb det­o­nates in 1 turn.

Det­o­na­tion caus­es a blind­ing blue-white flash with a radius of 4 squares. Tar­gets whose front or side arcs occu­py the radius are stunned for 1 action and must roll For­ti­tude minus 3. If they fail, they are blind­ed until they roll to recov­er at -2 (1 roll/turn.)

Mucilage Bomb
A bright yel­low glass bulb, apple-sized. When bro­ken, it bursts into a gout of creamy ochre stick­um. The stuff rapid­ly dries into a brit­tle, immo­bi­liz­ing shell. A crea­ture struck by the bomb is cov­ered with stick­um in three con­sec­u­tive body areas. One turn after the hit, the stick­um dries, and each area is grabbed and immo­bi­lized as if by an oppo­nent with Strength 5.

Phosphor Bomb
A steel cylin­der, stip­pled with holes, with a recessed pull tab on one end. Pulling the tab (1 action) caus­es nox­ious, lumi­nes­cent pink vapor to bil­low from the holes. With­in 1 turn, the vapor swells to occu­py the near­est 25 square meters. In an open space with­out wind, it forms a 5x5 m radius. It is opaque, but sheds light.

If you enter or start your turn in the vapor, roll For­ti­tude as if to resist wounds. If you suc­ceed you suf­fer 1 Burn stress. If you fail you suf­fer 2 Burn stress. If you fail twice in a row, you are blind­ed until all your Burn stress heals.

vacuum Bomb
A gun­metal sphere with a pull-tab. Pulling the tab takes 1 action. On impact, the bom­b’s pay­load rapid­ly con­sumes sur­round­ing oxy­gen in a 2-meter radius. Fires weak­er than inten­si­ty d4 are extin­guished with­in. Crea­tures in the radius must roll Agili­ty -2 to resist knock­down.

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