Weapons in the Arcane-tech Age
Weapon shops are common throughout the big cities of the world. Prices, stock, and quality vary from location to location. The majority of Weapon vendors are high-end stores that sell particular companies’ products (eg. Marel Corp Weapons Division, MCWD). Some smaller vendors carry multiple companies’ products but these stores are often smaller and harder to find, their variety of stock often comes at a higher price.
Modern ranged weapons are at the forefront of society, their production, sale, and acquisition not only fuel large sections of the economy but their prevalence in modern media makes them a very popular weapon choice.
Modern Melee weapons have adapted to the ever-changing environment of the Arcane-tech age. Though a smaller subsection of the weapons markets their remains a substantial demand for modern melee weapons. Melee weapons tend to be more expensive than their ranged counterparts, however, their increased price comes with a level of respect. Those who keep to the old ways and have mastered them are seen as both a little out of touch and extremely dangerous in tight spaces.
New weapon & ammunition properties
Armour Piercing
The tip of a piece of armour piercing ammo is most commonly shaped into a square profile, designed to
penetrate medium and heavy armour. You gain a +1 bonus to attack rolls against targets wearing medium and heavy armour when using this ammunition.
The cost of this ammo is base cost + 1900%.
Burst Fire
A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC (8 + Dex modifier + Profenceny) Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.
Hidden
If you have proficiency with a hidden weapon you also gain advantage on checks with Dexterity (Sleight of Hand) to hide the weapon.
Misfire
If a player rolls a 1 on an attack roll whilst firing a weapon the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair a weapon, you must make a successful Tinker’s Tools check DC 9 or (DC 8 + the roll that cause the misfire, in the case of gunslingers and void weapons). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm.
Reload
A limited number of shots can be made with a weapon that has the reload property. A player must then reload using an action.
Short burst
When you make an attack with a firearm with this property, you can choose to expend a single round ammunition as normal or fire a short burst using three rounds of ammunition. If you fire a short burst you take -3 penalty to the attack roll. If you do so and the attack hits, it deals +5 damage. This can be used in conjunction with the sharpshooter trait.
Silenced
When you attack with a silenced weapon while hidden, make a hide check to remain hidden, on a success you remain hidden.
Smart-gun enabled weaponry
These weapons must be linked to your Cerebral Processor, you gain a +1 to hit and damage, and the weapon can only be fired by you. The cost of this upgrade is base cost x2.
Counterfeit weapons
Rather than buying from reputable weapon vendors, you can choose to instead purchase cheap guns on the black market. You never know what you're getting from a black-market vendor. Once you purchase a counterfeit weapon roll a d6 to determine the quality of the weapon on the table below.
Roll a d6 |
Description |
Effect |
1 |
Junk |
It broke as soon as you got it home. |
2 |
Bent barrel |
-2 to hit |
3 |
Poor rifling |
-10 range |
4 |
Frequent jams |
Jams on natural 1, 2 and 3's |
5 |
Backfires |
Jams cause damage to the user |
6 |
Can't tell the difference |
None |
Gun rail-mount systems
All guns have optic rail-mounts & flashlight rail-mounts. However, only two-handed weapons have rail-mounts for other rail-mounted systems.
System |
Cost |
Damage |
Properties |
Range optics |
2,500U |
N/A |
Weapon Range + (50/50) |
Mini shotgun |
2,000U |
1d8 |
Re-roll 1’s if the target is within 10ft, (range 20/80), reload (4 shots), siege |
Grenade launcher |
1,500U |
N/A |
Ammunition (range 120), reload (1 shot) |
Flashlight |
500U |
N/A |
Bright light for 30ft radius and dim light for an additional 30ft. 6 hours of battery life. Batteries cost 5U. |
Tripod |
2,000U |
N/A |
When prone or behind half cover, you use a bonus action to deploy the tripod. When the tripod is deployed you gain a +1 to hit. |
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