Arms
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 2–5 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.