This material is primarily for DND Mechanic Related Content, though much of the non-mechanical detail can be helpful for setting lore.
Weaponry in Aldyn is incredibly variable. Some cultures, such as with the
Nu races of
Locathahs,
Tritons, and
Grung, all have specific cultural weaponry that is heavily prefered and a tendency away from using traditional blaster weaponry. Some groups have weapons that are non standard, such as with
IFAIR and the
Praedaren Empire, and otherwise wouldn't be seen in the system. However, for DND Mechanics simplification and for visual understanding, described here are the most common and notably different weapons for the system. Names in parenthesis for items describe the original title in Base DND or from the material it comes from.
Core Mechanic: Power
Laser Guns and Blasters require power to be used. Some spells (Create Ammunition, Overheat, etc.) can manipulate the ammunition of blasters because of their usage of energy. Energy Cells are the ammunition for all guns and serve as a basic reload source. They last for a decent while in fights, but can be scrambled by overheating guns or security measures of some locations.
Core Mechanic: Plasma
Plasma weaponry use pure, fiery energy not unlike what lightsabers are made of. Plasmablades burn inanimate objects slowly, but have little burning effect on living objects. They're not exceptionally common and cost quite a lot.
Melee Weaponry (Base DND)
- Metal Club (Club) - some variation of a metal bar. Exists in a lot of variations.
- Metal Greatclub (Greatclub) - some variation of a thicker metal bar. These are everywhere if you know where to look.
- Plasma Tomahawk (Handaxe) - small handheld metal bar that has a switch that activates a plasma blade which is incredibly hot. Easy to carry around and more concealable.
- Light Hammer - a simple hammer for construction and tinkering. Often electric or magnetized.
- Punishment Mace (Mace) - a ball which when activated charges with electricity. Being hit by it very much feels like torture.
- Quarterstaff - an elegant weapon from a more simple age.
- Thunder Spear (Spear) - a spear that can be charged through a simple shake or button press.
- Plasma Cutter (Battleaxe) - a slightly larger variation of the Plasma Tomahawk made for more simple melee fighting.
- Zap Sphere (Flail) - rather similar to the punishment mace, both of which have original usage in IFAIR policing. Many police carry this weapon.
- Desert Glaive (Glaive) - a common weapon of the Skathari and of the planet Garush. Have a sleak, spear-like design with a second blade at the end made for disarming.
- Plasma Mauler (Greataxe) - a larger variation of the Plasma Tomahawk that is far more unstable, often dropping slag under it when activated and not able to be on nearly as long without overheating.
- Laser Tonblade (Greatsword) - a much larger variation of the Laser Sword, similar to the greataxe they are very unstable but many are made with a metal blade underneath the plasma one in order to make them just as effective turned off as turned on.
- Thunder Halberd (Halberd) - Halberd but it's not grounded.
- Laser Lance (Lance) - a simple hilt which when activated forms a short-lasting but long blade of plasma. Known to have been used often in old Orkish warbands.
- Morningstar - these still exist in science fiction.
- Thunder Pike (Pike) - see Thunder Glaive, these have a very similar history but were partially adopted by IFAIR on Garush.
- Hyperfoil (Rapier) - automated laser blades that are known for moving by pure reaction. Have a limited AI within them.
- Laring (Scimitar) - curved blades made popular by the Nu races, especially used by the Locathahs. Often have a gem in their hilt providing some sort of semi-technological benefit.
- Trident - a simple three-pronged spear used often by the Tritons and Sea Elves.
- War Pick - a simple mining mechanism used for combat. Can be reflavored as any variety of drill or chisel.
- Laser Whip (Whip) - a simple handle which extends into a long metal wire which can be superheated. Only a laser weapon in the loosest definition of the term.
Melee Weaponry (Darkmatter Handbook)
- Antimatter Dagger (Dagger repl.) - Favored by assassins and infiltrators, the antimatter dagger produces a short blade of crackling energy. With some skill, this weapon can be hidden up a sleeve, stashed in a belt, or secreted away in a hidden compartment, to be revealed at the right moment for a precision kill.
- Laser Claws - When activated, these gloves project dazzling, razor-sharp claws from the fingertips, which can be used to shred a foe to ribbons.
- Ballistic Gloves - kinetic energy based gloves that store energy through a complex pump system. Very bulky but pack quite a punch.
- Battlefist - a smaller gauntlet made for use as a secondary weapon, strengthening the grip of the user. Sometimes used as a hand replacement.
- Laser Halfsword (Shortsword repl.) - A smaller, less elegant weapon for the half enlightened. Great as a parrying tool and harder to hit yourself with.
- Laser Sword (Longsword repl.) - An elegant weapon for a more enlightened age. You know what this is.
- Repulsor Gauntlet - a bulky gauntlet that sends out small, forcefield-like pulses that have extreme recoil for the user.
- Rocket Hammer - Only the Dwarves would conceive of a weapon so unwieldy as the rocket hammer. As its name implies, it is very much a conventional warhammer with a rocket thruster built into the head to magnify its bludgeoning potential.
- Wrenchinator - This incredible oversized wrench can fasten bolts, loosen bolts, and clobber people over the head. Has great resale value.
Ranged Weaponry / Blasters (Base DND)
- Pistol (Light Crossbow) - a simple, non-laser gun that can be held in one hand. Shoots metal scraps of some variety often called "bullets." Humans seem to love these things.
- Plasma Shortbow - a short bow that generates its own plasma arrows. Used often by a number of races that have a history in archery, such as the Elves and the Grung.
- Sling - a simple rock-thrower. Surprisingly effective on giants.
- Nuvian Blowgun (Blowgun) - A Nuvian weapon often used for assassinations or subterfuge.
- Hand Cannon (Hand Crossbow) - a larger pistol weapon which shoots metal scraps that are made to pierce through thicker materials. A great counter to laser-proofed materials.
- Rifle (Heavy Crossbow) - a two handed non-laser gun which shoots metal scraps called "bullets." Many bounty hunters use these because they're immune to many weapon-proofing fields and have great range and accuracy for a bullet-using weapon.
- Plasma Longbow - a long bow that generates its own plasma arrows. Used often by a number of races that have a history in archery, such as the Elves and the Grung. Has incredible range.
- Net - it's a net. In Aldyn, often made of plant fibers.
Ranged Weapons / Blasters (Darkmatter Handbook)
- Ion Cannon - fires a bright cone of pure energy which is far more effective up close. Between bursts has a loud vacuum-like noise.
- Phaser - portable, non-lethal stun blasters. Common for diplomats.
- Repeater (now two handed) - a standardized blaster rifle configured for long range.
- Standard Carbine - a standardized blaster rifle configured for quick shots.
- Swarm Pistol - a small blaster that fires a large number of rays in a short time with minimal accuracy.
- Concussion Rifle- a non-laser ranged weapon that shoots heavily compressed air blasts.
- Blitz Cannon - a dangerous weapon that shoots out coils of burning electricity.
- Diode Beam - a scaled down, modified mining laser that is incredibly heavy and works best as a grounded, mounted weapon.
- Magnus - infamously heavy blaster pistols that shoot huge slag bolts.
- Plasma Launcher - a slightly-DOOMesque weapon that shoots slow moving green orbs of plasma that pop into slag.
- Volcanic - science fiction flame thrower
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