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2014-01-24 22:59:57
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Advanced Weaponry






Basic vs Advanced

Winter of Wolves is a Rule-based RP, but that doesn't mean we want players to have to crunch numbers and learn the whole system to play. Pretty much all of the game can be played with basic rules, for which you only need to know the information written out here. Sometimes, there will be advanced rules which can be handled back stage by the GM, whenever you see text Written like this, these are advanced rules and you can feel free to ignore them if you don't want to get into the mechanics of the RP.










Combustion Weapons






Scorcher
Scorchers, from afar, would look somewhat similar to a shotgun for a carbine, albeit with a strange design. When up close, however, one notices that instead of a true barrel, the weapon is equipped with a nozzle, and rubber tubes come out of the back, connecting to a brass tank filled to the brim with oil. When the trigger is squeezed, the scorcher blankets the immediate area with fire.
Power: 4
Damage: 1
Range: 10
Ammunition: Fuel
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two weapons.
Reload: This weapon has a reload time of 2 actions.
Special Qualities:
Template: This weapon fires in a teardrop template, meaning it can hit several enemies at once.
Flame: Whenever a character is struck with this weapon, he must beat a regular resist test or catch on fire. While the character is on fire, he/she will take 1 damage every turn.
Scorch: Any character struck by this weapon that is not wearing flame-resistant armor or clothing will take 1 damage automatically.
Repeating: This weapon can fire up to 4 times without needing to reload.
Size: Very Large

Cost: 300 Guerrmarks
Weight: 7

Flame Gauntlet
The flame gauntlet was created as a close combat weapons for engineers, where other flame weapons would present too much of a risk to the wielder, the flame gauntlet provides a short, small burst of flame every time the knuckles hit something, meaning that in a brawl, the user can be sure the flames are hitting only what they need to hit.
Power: -2
Damage: n/a
Range: 1
Ammunition: Fuel
Penalties:
Reload: This weapon has a reload time of 2 actions.
Special Qualities:
One-two; After a successful strike roll, the character may attempt another one.
Scorch: Any character struck by this weapon that is not wearing flame-resistant armor or clothing will take 1 damage automatically.
Repeating: This weapon can be used up to 12 times without needing to reload.
Size: Small

Cost: 170 Guerrmarks
Weight: 4

Firebombs x 3
Firebombs are small clay tanks secured with a metallic rod and a spark plug, filled to the brim with oil and then sealed carefully and tightly with adhesive. Once the firebomb is thrown, the clay with shatter and the oil will touch the spark plug as in spills, growing into an expanding fireball.
Power: 5
Damage: 1
Range: n/a
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Special Qualities:
Thrown: This weapon can be thrown to a range equal to the character's throw skill.
Template: This weapon does damage in a circular template centered on the point it's thrown at, meaning it can hit several enemies at once.
Flame: Whenever a character is struck with this weapon, he must beat a regular resist test or catch on fire. While the character is on fire, he/she will take 1 damage every turn.
Scorch: Any character struck by this weapon that is not wearing flame-resistant armor or clothing will take 1 damage automatically.
Size: Very Small

Cost: 45 Guerrmarks
Weight: 5

Flame Tongue
Flame tongues are impressive weapons which are the source of much debate among the engineers of Daguerre. Many feel the weapon is a useless addition to a relic which is barely used for combat as it is. Others, however, realize that by building the weapon they can wield a long-sword permanently coated in flames.
Power: 0/+1
Damage: 2/3
Range: 1
Ammunition: Fuel
Penalties:
Reload: This weapon has a reload time of 2 actions.
Special Qualities:
Scorch: Any character struck by this weapon that is not wearing flame-resistant armor or clothing will take 1 damage automatically.
Flame: Whenever a character is struck with this weapon, he must beat a regular resist test or catch on fire. While the character is on fire, he/she will take 1 damage every turn.
Repeating: This weapon can be used up to 12 times without needing to reload.
Size: Large

Cost: 240 Guerrmarks
Weight: 6

Flamecutter
Flamecutters can barely be called ranged weapons, even though they cannot truly be used in melee, the wielder must stand dangerously close to the enemy in order to use them. In reality, these small, pistol-like contraptions are welding torches reduced to the smallest size possible. With their focused jet of flame and at point blank range, they can cut through most armor like it's butter.
Power: 11
Damage: 1
Range: 1
Ammunition: Fuel
Penalties:
Ranged: This weapon cannot be used in melee or thrown.
Reload: This weapon has a reload time of 2 actions.
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Scorch: Any character struck by this weapon that is not wearing flame-resistant armor or clothing will take 1 damage automatically.
Repeating: This weapon can be used up to 4 times without needing to reload.
Size: Regular

Cost: 210 Guerrmarks
Weight: 4




Fulminating Weapons






Frag Grenades x 5
Frag grenades are bombs made out of a healthy dose of explosives, encased in a metal tank. The tank is dotted with metal studs and weakened in several points, to ensure it shatters with the explosion. When the grenade is thrown, the explosives go off and the remains of the tank, as well as the studs, shower the target in shrapnel.
Power: 9
Damage: 2
Range: n/a
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Special Qualities:
Thrown: This weapon can be thrown to a range equal to the character's throw skill.
Template: This weapon does damage in a circular template centered on the point it's thrown at, meaning it can hit several enemies at once.
Shred: As long as one point of damage is received from this weapon, the character is considered injured.
Explosive: Whenever a character is struck with this weapon, he must beat an easy resist test or be knocked down.
Size: Very Small

Cost: 50 Guerrmarks
Weight: 5

Flash Grenades x 5
Flash grenades are not meant to do damage, but instead blind the enemy. A careful balance of chemicals, along with some highly reactive materials are placed inside a metal structure, each separated from the others by a small glass sheet. When the grenade is thrown, the glass shatters and the chemicals release a powerful burst of light and sound.
Power: n/a
Damage: n/a
Range: n/a
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Special Qualities:
Thrown: This weapon can be thrown to a range equal to the character's throw skill.
Template: This weapon affects a circular template centered on the point it's thrown at, meaning it can hit several enemies at once.
Stun: Whenever a character is struck with this weapon, he must beat a regular resist test or be stunned for a round of combat.
Explosive: Whenever a character is struck with this weapon, he must beat an easy resist test or be knocked down.
Size: Very Small

Cost: 40 Guerrmarks
Weight: 5

Smoke Grenades x 5
Smoke Grenades are meant to obstruct the field of view by constantly releasing pressurized, thick black smoke from within. Not only does the resulting plume of smoke provide cover, but it disorients and asphyxiates the enemy.
Power: n/a
Damage: n/a
Range: n/a
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Special Qualities:
Thrown: This weapon can be thrown to a range equal to the character's throw skill.
Template: This weapon affects a circular template centered on the point it's thrown at, meaning it can hit several enemies at once.
Persistent: The smoke from this weapon will continue to affect the area for d6 turns after it's thrown.
Gas: Characters will not be able to see through or in the gas produced by the weapon, if they fire through it, it will be blind firing. Additionally, every turn a character spends inside the smoke, they must make a fortitude test in increasing difficulty or fall unconscious.
Size: Very Small

Cost: 45 Guerrmarks
Weight: 5

Rockets x 3
Rockets are a strange, new contraption being tested by the gunsmiths of the Royal Armory. Little more than a tube filled with gunpowder, rockets use flame not as a method of attack but of propulsion. This allows for the delivery of powerful explosives very fast and very far away.
Power: 10
Damage: 3
Range: n/a
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Ammunition: Rockets must be fired using shoulder cannons.
Special Qualities:
Template: This weapon does damage in a circular template centered on the point it's thrown at, meaning it can hit several enemies at once.
Explosive: Whenever a character is struck with this weapon, he must beat an easy resist test or be knocked down.
Size: Small

Cost: 60 Guerrmarks
Weight: 6

Hellfire Rockets x 3
Unlike regular rockets, Hellfire rockets are filled not with gunpowder, but with flammable oil. When the rocket crashes into the target, the oil explodes in a flaming wave, sacrificing explosive power in exchange for engulfing the area in fire.
Power: 8
Damage: 1
Range: n/a
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Ammunition: Rockets must be fired using shoulder cannons.
Special Qualities:
Template: This weapon does damage in a circular template centered on the point it's thrown at, meaning it can hit several enemies at once.
Stun: Whenever a character is struck with this weapon, he must beat a regular resist test or be stunned for a round of combat.
Flame: Whenever a character is struck with this weapon, he must beat a regular resist test or catch on fire. While the character is on fire, he/she will take 1 damage every turn.
Scorch: Any character struck by this weapon that is not wearing flame-resistant armor or clothing will take 1 damage automatically.
Size: Small

Cost: 90 Guerrmarks
Weight: 6




Galvanic Weapons






Scintillator
The Scintillator resembles a pistol, but instead of a barrel, it is equipped with a Tesla coil. When a chemical battery is plugged into it's back and the trigger squeezed, the scintillator generates an arc of lightning which jumps at the closest enemy. When overcharged, scintillators can hurl electric charges much farther and with greater power.
Power: 6/12
Damage: 1/2
Range: 8/16
Ammunition: Batteries
Penalties:
Ranged: This weapon cannot be used in melee or thrown.
Reload: This weapon has a reload time of 3 actions.
Special Qualities:
Arc: This weapon strikes automatically if the opponent is wearing metal armor.
Shock: Whenever struck with this weapon, a character must pass a regular Fortitude test or take 1 automatic point of damage and be stunned.
Repeating: This weapon can fire up to 6 times without needing to reload.
Overcharge: Galvanic weapons may overcharge for more powerful shots while spending double the regular ammunition and undergoing the risk of breaking down, when overcharging, use the alternative profile.
Size: Small

Cost: 150 Guerrmarks
Weight: 4

Lightning Rod
Lightning rods are basically long staffs with two electric prods on the tip which are constantly buzzing with electricity. When something is touched with the electric prods, they send a powerful shock. They are a preferred crowd control method of Daguerrian police forces. When overcharged, it can fire arcs of Lightning towards nearby enemies.
Power: -1/8
Damage: 2/2
Range: 2/10
Ammunition: Batteries
Penalties:
Ranged (overcharge): This weapon cannot be used in melee or thrown.
Reload: This weapon has a reload time of 3 actions.
Special Qualities:
Arc (overcharge): This weapon strikes automatically if the opponent is wearing metal armor.
Shock: Whenever struck with this weapon, a character must pass a regular Fortitude test or take 1 automatic point of damage and be stunned.
Repeating: This weapon can fire up to 12 times without needing to reload.
Overcharge: Galvanic weapons may overcharge for more powerful shots while spending double the regular ammunition and undergoing the risk of breaking down, when overcharging, use the alternative profile.
Size: Very Large

Cost: 250 Guerrmarks
Weight: 8

Tesla Gauntlet
Tesla gauntlets are little more than studded gloves equipped with miniature Tesla coils along the back of the hand. The coils are wired towards the palm and the knuckles of the glove, making every touch transfer electricity to the target. When overcharged, it can fire arcs of Lightning towards nearby enemies.
Power: -2/6
Damage: 1/1
Range: 1/6
Ammunition: Batteries
Penalties:
Ranged (overcharge): This weapon cannot be used in melee or thrown.
Reload: This weapon has a reload time of 2 actions.
Special Qualities:
Arc (overcharge): This weapon strikes automatically if the opponent is wearing metal armor.
One-two; After a successful strike roll, the character may attempt another one.
Shock: Whenever struck with this weapon, a character must pass a regular Fortitude test or take 1 automatic point of damage and be stunned.
Repeating: This weapon can fire up to 12 times without needing to reload.
Overcharge: Galvanic weapons may overcharge for more powerful shots while spending double the regular ammunition and undergoing the risk of breaking down, when overcharging, use the alternative profile.
Size: Small

Cost: 200 Guerrmarks
Weight: 3

Voltaic Bombs x 3
Voltaic Bombs are strange contraptions made out of permanently overcharged tesla coils. When the electric generator becomes unstable, they're bolted to a handle and hurled at the enemy. The rough treatment is enough to break down the machine and force it to release all it's energy in one burst. Like all Voltaic weapons, this is specially useful in taking down constructs.
Power: 5
Damage: 1
Range: n/a
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Special Qualities:
Thrown: This weapon can be thrown to a range equal to the character's throw skill.
Template: This weapon does damage in a circular template centered on the point it's thrown at, meaning it can hit several enemies at once.
Shock: Whenever struck with this weapon, a character must pass a regular Fortitude test or take 1 automatic point of damage and be stunned.
Size: Very Small

Cost: 70 Guerrmarks
Weight: 5

Arc Lightning
The Arc Lightning is an invention of Majai tinkerers who grew up used to wielding traditional weapons such as bows. Not willing to let go of their ancestry entirely, the tinkerers, specially those of Amiri ascent, created bows that hurled lightning instead of arrows. The Arc Lightning needs both batteries to produce electricity and metal rods to fire.
Power: 9/11
Damage: 1/2
Range: 14/18
Ammunition: Batteries, Metal Rods
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload (Battery): This weapon has a reload time of 2 actions.
Reload (Metal Rod): This weapon has a reload time of 1 action.
Special Qualities:
Shock: Whenever struck with this weapon, a character must pass a regular Fortitude test or take 1 automatic point of damage and be stunned.
Repeating: This weapon can fire up to 6 times without needing to reload it's batteries. Metal rods have to be reloaded each time the weapon fires.
Overcharge: Galvanic weapons may overcharge for more powerful shots while spending double the regular ammunition (not metal rods) and undergoing the risk of breaking down, when overcharging, use the alternative profile.
Lightning Caller: If an enemy has been struck by an Arc Lightning shot, it counts as if he was wearing Metal Armor for the Arc special quality.
Armor Piercing (Overcharge): Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Size: Large

Cost: 275 Guerrmarks
Weight: 4




Clockwork Weapons






Pulverizer
Like most clockwork weapons, the Pulverizer was originally created as a mining tool to help craft the Royal city into a livable place. It was obvious the inventor of this pneumatic hammer did not think it could be used to crush the bones of enemies as well as stones.
Power: +3
Damage: 3
Range: 1
Ammunition: n/a
Penalties:
Unwieldly: +1 Difficulty to strike.
Special Qualities:
Shred: As long as one point of damage is received from this weapon, the character is considered injured.
Stun: Whenever a character is struck with this weapon, he must beat an easy resist test or be stunned for a round of combat.
Size: Very Large

Cost: 190 Guerrmarks
Weight: 8

Hammerhand
Hammerhands are large gauntlets with pneumatic rods embedded onto the knuckles. Whenever the wielder pushes the gauntlet forward in a punching motion, the rods hammer back and forth at very high speeds. Originally meant as a way to speed up mining work and make equipment more portable, it has now been adopted by brawlers who want to be able to punch clearly through plate armor.
Power: +2
Damage: 2
Range: 1
Ammunition: n/a
Penalties:
Slow: -1 to Strike
Special Qualities:
One-two; After a successful strike roll, the character may attempt another one.
Stun: Whenever a character is struck with this weapon, he must beat an easy resist test or be stunned for a round of combat.
Size: Small

Cost: 190 Guerrmarks
Weight: 4

Tunneler
Tunnelers are powerful, two handed drills originally used to bore new tunnels to expand the imperial city. Like most clockwork weapons, they are not generally regarded as such, but as tools instead. The royal school of engineers cautions every year that using the tunneler to drill a hole through a man's chest in a bar fight constitutes improper use of such delicate and advanced equipment.
Power: +3
Damage: 4
Range: 1
Ammunition: n/a
Penalties:
Unwieldly: +1 Difficulty to strike.
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Shred: As long as one point of damage is received from this weapon, the character is considered injured.
Size: Very Large

Cost: 290 Guerrmarks
Weight: 7

Shredder
Shredders are machine blades designed by having an engine move a spiked chain along the edge of a metal structure. Originally deviced to make ranger's work easier out in the white wastes, it was soon discovered rangers did not exactly want to carry the massive shredders through miles of frozen tundra to find trees. The concept was soon abandoned but some fringe engineers kept producing them as weapons.
Power: +1
Damage: 3
Range: 1
Ammunition: n/a
Penalties:
Slow: -1 to strike.
Special Qualities:
Shred: As long as one point of damage is received from this weapon, the character is considered injured.
Size: Very Large

Cost: 200 Guerrmarks
Weight: 6

Stubber
The Stubber is one of the few clockwork weapons designed as such. The stubbed is composed of a strange rifle with an open, brass tube for a front, a hydraulic pump and what seems to be a small steam engine on the back. The stubbed superheats water and uses the pressurized steam to fire red hot metallic rods at it's unfortunate target. The rods can melt through most armor and pass clean through skin, flesh and bone, but produce considerable recoil.
Power:
Damage: 7
Range: 8
Ammunition: Metal Rods
Penalties:
Ranged: This weapon cannot be used in melee or thrown and must be used with two hands.
Reload: This weapon has a reload time of 4 actions.
Recoil: -1 to Aim
Special Qualities:
Armor Piercing: Attacks from this weapon cannot be blocked, it also reduces the difficulty of any armor to a maximum of Easy.
Stun: Whenever a character is struck with this weapon, he must beat an easy resist test or be stunned for a round of combat.
Repeating: This weapon can fire up to 4 times without needing to reload.
Size: Large

Cost: 260 Guerrmarks
Weight: 7




Corrosive Weapons






Spitter
Spitters are simple enough weaponry, similar in many ways to a scorcher sans a spark plug to light the ammunition on fire. The hand-held gun like device includes can fire pressurized venom or acid from a tank behind the nozzle. The power of Spitters depends considerably on what kind of poison or acid is used with them.
Power: n/a
Damage: n/a
Range: 9
Ammunition: Canisters.
Penalties:
Ranged: This weapon cannot be used in melee or thrown.
Reload: This weapon has a reload time of 3 actions.
Special Qualities:
Repeating: This weapon can fire up to 12 times without needing to reload.
Size: Small

Cost: 140 Guerrmarks
Weight: 3

Spewer
Spewers are actually used to fire pressurized water into burning buildings, as any fire in the Royal city puts the entire population in jeopardy. When the water hose feeding a spewer is replaced with a poison or acid canister, one obtains a terrifying weapon capable of showering several enemies with poison or corrosive acid and melting them alive, though at less range than with water. Spewers as weapons are an application of technology even the royal school of engineering frowns upon.
Power: n/a
Damage: n/a
Range: 6
Ammunition: Canisters.
Penalties:
Ranged: This weapon cannot be used in melee or thrown.
Reload: This weapon has a reload time of 3 actions.
Special Qualities:
Repeating: This weapon can fire up to 3 times without needing to reload.
Template: This weapon fires in a teardrop template, meaning it can hit several enemies at once.
Size: Very Large

Cost: 220 Guerrmarks
Weight: 7

Gas Gun
Gas guns are a strange contraptions with no other use other than to turn poison and acid into airborne killers. At first sight, they look like little more than spitters. In reality, gas guns posses an internal system which atomizes acid and poison charges into deadly gas before firing them at the enemy. Though they have short range, if the enemy is not equipped for chemical warfare, they are quickly subject to a horrifying death.
Power: n/a
Damage: n/a
Range: 6
Ammunition: Canisters.
Penalties:
Ranged: This weapon cannot be used in melee or thrown.
Reload: This weapon has a reload time of 3 actions.
Special Qualities:
Repeating: This weapon can fire up to 3 times without needing to reload.
Template: This weapon affects a circular template centered on the point it's thrown at, meaning it can hit several enemies at once.
Persistent: The gas from this weapon will continue to affect the area for d6 turns after it is fired.
Gas: Characters will not be able to see through or in the gas produced by the weapon, if they fire through it, it will be blind firing. Additionally, every turn a character spends inside the smoke, they must make a fortitude test in increasing difficulty or fall unconscious.
Size: Regular

Cost: 180 Guerrmarks
Weight: 4

Dart Repeater
A dart repeater is an interesting weapon, albeit many times considered either a coward's or an assassin's weapon. It is small and easy to conceal and can load up to six small darts at once. What makes it fearsome, however, is it's ability to fit a poison or acid canister which drips onto the darts before they're fired. Against an unprepared or unarmored opponent, one shot may be all it takes.
Power: 7
Damage: 1
Range: 12
Ammunition: Canisters and Darts
Penalties:
Ranged: This weapon cannot be used in melee or thrown.
Reload: This weapon has a reload time of 2 actions.
Special Qualities:
Repeating: This weapon can fire up to 6 times without needing to reload.
Poison: This weapon may be fitted with a poison or acid canister to grant its shots special qualities.
Size: Small

Cost: 60 Guerrmarks
Weight: 3

Acid Bombs x 3
Acid bombs are little more than metal tanks filled to the brim with a powerful corrosive acid and rigged to break. The acid is contained within the tank in a resistant rubber envelope. Before the tank is thrown, a button punctures the envelope, allowing the acid to eat through the tank as it flies, bursting into a splash of corrosive liquid when it falls.
Power: n/a
Damage: n/a
Range: n/a
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Special Qualities:
Thrown: This weapon can be thrown to a range equal to the character's throw skill.
Template: This weapon affects a circular template centered on the point it's thrown at, meaning it can hit several enemies at once.
Corrosive: This weapon always deals at least 1 damage to every enemy hit by it as long as they are not equipped with chem gear. Additionally, the armor of any characters struck by it must succeed on a regular break test the turn after being hit.
Size: Very Small

Cost: 45 Guerrmarks
Weight: 6



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2013-07-11 [Duredhel]: Advanced weaponry is done! These were hard because they have the highest number of like... special shit.

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