Chapter III · Equipment
Weapons
The old weapons never went away. Swords, axes and crossbows are cheap, reliable and don't need feeding. Beside them hang the weapons of the machine age: batons that bite with lightning, hammers driven by pistons, and guns that fire slivers of crystal carrying a stored pattern of ruin.
Every weapon in the 3.5 Player's Handbook is available in Eldriloch. The weapons below are new.
New Weapons
| Weapon | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type |
|---|---|---|---|---|---|---|---|
| Simple Weapons: Light Melee | |||||||
| Stun stick* | 30 gl | 1d4 | 1d6 | ×2 | — | 2 lb | Bludgeoning (nonlethal) |
| Simple Weapons: One-Handed Melee | |||||||
| Spanner | 5 gl | 1d4 | 1d6 | ×2 | — | 4 lb | Bludgeoning |
| Martial Weapons: Light Melee | |||||||
| Bayonet | 5 gl | 1d3 | 1d4 | ×2 | — | 1 lb | Piercing |
| Martial Weapons: One-Handed Melee | |||||||
| Rivesaw* | 150 gl | 1d6 | 1d8 | 19–20/×2 | — | 6 lb | Slashing |
| Martial Weapons: Two-Handed Melee | |||||||
| Great wrench | 20 gl | 1d8 | 1d10 | ×2 | — | 14 lb | Bludgeoning |
| Piston hammer* | 200 gl | 1d10 | 2d6 | ×3 | — | 16 lb | Bludgeoning |
| Exotic Weapons: One-Handed Melee | |||||||
| Arc blade* | 1,500 gl | 1d6 | 1d8 | 19–20/×2 | — | 4 lb | Slashing |
* Powered weapon (see below).
Powered Weapons. A weapon marked * runs on a fibrolite chip seated in its grip. Seating a new chip is a move action. A chip powers the weapon for the time listed in its entry, and a spent chip crumbles to dust. An unpowered weapon still works as an ordinary weapon of its kind, without its special property. Powered weapons are engineered equipment, which the Covenant accepts, but a powered weapon grafted into an arm is heresy.
Stun Stick
A short iron baton with a coil of copper wire at the tip, the standard sidearm of Gilirak's Peacekeepers. It deals nonlethal damage, and while powered it also deals 1d4 points of electricity damage on a hit. A 1st-level chip (2 gl) powers 20 hits.
Spanner
A heavy adjustable wrench, the kind every mechanic and airship rigger carries. A spanner counts as a tool kit for Craft (engineering) checks to repair a device or machine in the field, without the –2 penalty for improvised tools.
Bayonet
A long blade that clips under the barrel of a rifle or repeating rifle. Fixing or removing it is a move action. A rifle with a fixed bayonet can be wielded as a two-handed martial melee weapon that deals 1d6 (Small) or 1d8 (Medium) piercing damage, ×3, and can be set against a charge. It still fires normally.
Rivesaw
A heavy cleaver with a chain of hooked teeth running around its edge. While powered, the teeth spin with a scream that carries a quarter mile: the wielder gets a +2 bonus on sunder attempts and on damage against objects, and can't make Move Silently checks. A 1st-level chip (2 gl) powers it for 1 minute (10 rounds).
Great Wrench
An oversized wrench forged for turning airship bolts, and the favorite weapon of Sullied dockhands who find themselves in a fight. A great wrench gives a +2 bonus on sunder attempts, and it counts as a tool kit for Craft (engineering) checks on large machines.
Piston Hammer
A sledgehammer with a fibrolite-driven piston in its head. While powered, once per round when the wielder hits with it, they can make a free bull rush attempt against the target with a +4 bonus. The attempt doesn't provoke an attack of opportunity, and the wielder doesn't move with the target. A 1st-level chip (2 gl) powers it for 1 minute (10 rounds).
Arc Blade
A slim sword with a fibrolite core running through the blade, which crackles with blue light when it's powered. While powered, it deals an extra 1d4 points of electricity damage on a hit and sheds light as a candle. A 3rd-level shard (18 gl) powers it for 1 minute (10 rounds). An arc blade is an exotic weapon, and wielding it without Exotic Weapon Proficiency (arc blade) carries the usual –4 penalty. Adryaen officers and wealthy Sovereigni duelists favor them.
Aetheric Firearms and Artillery
Firearms and artillery are lesser works next to the Nexus, but they change more battles. Every shot is driven by fibrolite. Each round holds a sliver of crystal carrying a stored aetheric pattern, which is why ammunition is nearly as rare and expensive as the guns. Engineers build them, guild gunsmiths sell them, and a fleshgrafter can set one into an arm. The Celestial Covenant, which discourages aetheric manipulation, accepts firearms as engineered equipment and arms its Wardens with them. A gun set into an arm is grafting, and that is heresy (see The Covenant and the Aether).
Proficiency. Firearms are exotic weapons. Exotic Weapon Proficiency (firearms) covers every personal firearm on the table below. Engineers are proficient with firearms automatically. A character who isn't proficient takes the usual –4 penalty on attack rolls.
Reloading. Loading one round is a move action. Reloading a revolver's or repeating rifle's full capacity is a full-round action. Rapid Reload (firearms) makes loading one round a free action and a full reload a move action.
Misfire. On a natural 1 on an attack roll, a firearm jams. Clearing a jam takes a full-round action, or a move action with a DC 10 Craft (engineering) check.
Artillery. Artillery uses the Dungeon Master's Guide rules for siege engines. Aiming direct-fire artillery uses the crew leader's base attack bonus + Dexterity modifier, and indirect fire (the mortar) uses base attack bonus + Intelligence modifier. Characters who aren't proficient take a –4 penalty. Each piece needs the crew listed to fire at its normal rate.
| Firearm | Cost | Dmg (S) | Dmg (M) | Critical | Range | Capacity | Weight | Type |
|---|---|---|---|---|---|---|---|---|
| Pocket pistol (light) | 300 gl | 1d6 | 1d8 | ×3 | 30 ft | 1 | 2 lb | Piercing |
| Revolver (one-handed) | 750 gl | 1d8 | 1d10 | ×3 | 50 ft | 6 | 3 lb | Piercing |
| Scattergun (two-handed) | 800 gl | 1d10 | 2d6 | ×2 | 20 ft | 2 | 9 lb | Piercing |
| Rifle (two-handed) | 1,000 gl | 1d10 | 1d12 | ×3 | 150 ft | 1 | 10 lb | Piercing |
| Repeating rifle (two-handed) | 2,000 gl | 1d10 | 1d12 | ×3 | 120 ft | 5 | 12 lb | Piercing |
A scattergun gains a +2 bonus on attack rolls against targets within its first range increment. Small firearms cost the same and weigh half as much.
| Round | Cost (each) | Effect |
|---|---|---|
| Standard round | 3 gl | An ordinary fibrolite-driven round. |
| Burst round | 50 gl | Bursts into burning fragments on a hit, dealing +1d6 fire damage. |
| Shatter round | 50 gl | Ignores up to 5 points of hardness. Deals double damage to objects and constructs. |
| Net round | 75 gl | Range 30 ft. On a hit, deals no damage and entangles the target as a tanglefoot bag (Reflex DC 15). |
| Shock round | 100 gl | On a hit, the target must make a DC 13 Fortitude save or be dazed for 1 round. |
| Unraveling round | 250 gl | On a hit, makes a targeted dispel magic (caster level 5th) against the target. |
Special rounds are magic ammunition. They are destroyed when fired, hit or miss. Engineers craft them with the Gunsmith class feature.
| Artillery | Cost | Damage | Critical | Range Increment | Crew | Reload | Notes |
|---|---|---|---|---|---|---|---|
| Field gun | 2,500 gl | 4d6 | ×3 | 150 ft | 2 | 2 full-round actions | Direct fire. Wheeled. |
| Mortar | 3,000 gl | 3d6 | — | 100 ft (min. 50 ft) | 2 | 2 full-round actions | Indirect fire. 10-ft burst, Reflex DC 15 half. |
| Volley gun | 4,000 gl | 1d12 ×5 | ×2 | 80 ft | 2 | 3 full-round actions | Direct fire. Five attacks against targets within 10 ft of each other. |
| Sentry turret | 6,000 gl | 1d10 | ×3 | 60 ft | 0 | Full-round action, 6 rounds | Mechanoid-driven. Fires once per round (+6 ranged) at any creature not keyed to it. Hardness 10, 40 hp. |
| Aether cannon | 8,000 gl | 6d6 | ×2 | 200 ft | 3 | 3 full-round actions | Direct fire. Force damage, ignores hardness up to 10. Mounted on airships and walls. |
Explosives
Explosives are thrown as splash weapons (range increment 10 ft.), using the core rules for throwing splash weapons, except for the shatter charge, which is placed. Each is destroyed when used. Engineers craft them with Craft (engineering), and anyone can buy them where firearms are sold.
| Explosive | Cost | Weight | Effect |
|---|---|---|---|
| Smoke canister | 20 gl | 1 lb | Fills a 10-ft.-radius spread with thick smoke for 1 minute, giving concealment (20% miss chance) to everything inside. A strong wind disperses it in 1 round. |
| Fire bomb | 40 gl | 1 lb | A cracked fibrolite core in a clay shell. Direct hit deals 2d6 fire damage. Creatures within 5 ft. take 1d4 fire damage from the splash. |
| Flash charge | 50 gl | 1 lb | Bursts in a blinding flare. Creatures within 10 ft. of the point of impact must make a DC 15 Fortitude save or be blinded for 1 round and dazzled for 1 minute. Goggles give a +4 bonus on the save. |
| Shatter charge | 100 gl | 2 lb | Placed on an object or structure as a full-round action (DC 10 Craft [engineering] or Disable Device check). It goes off 1 round later, dealing 3d6 damage to the object that ignores up to 5 points of hardness, and 1d6 to creatures within 5 ft. (Reflex DC 13 half). |