Weapons 082019

Revolver



Standard Revolver

Standard Weapon

Category: Items, weapons

Damage: 1d4 + proficiency damage

Type: Projectile

Item Rarity: Standard

Properties: Ammunition (6 / Reload), Light, Range, One-Handed, Multiattack (2 / Attack)

Ammunition: 75 Rounds at any one time

Imbued: 10 Rounds imbued ammunition at any one time

Range: 25/50

Weight: 2kg


A short-range weapon, a revolver is most often the firearm used by ‘trench raiders’ in conjunction with a melee weapon like a field-shovel or a trench-club.  It is the only weapon which can be fired twice in a single combat round at the beginning of any campaign by any soldier or mercenary.  At the cost of significantly reduced range compared to most other weapons, as well as the lack of ability for such a weapon to use most imbued rounds.

The revolver has the following components which can be changed in the field with a reasonable amount of time and a state of calm in which to make the appropriate modifications.

Barrel


Barrel Length (Snub)

The snub-nose is a modification that is often thought of as being not particularly well-suited for the trenches given the reduction of range of 

an already close-quarters weapon, but given the fact that the purpose of 

such a modification is most-often to counteract ambushes with an immediate reaction- the modification is hardly ever used when expecting 

such a situation.

-10m to effective weapon ranges dropping the revolver from 25/50m engagement ranges to 15/40m effective engagement ranges.

Can be drawn and fired in response to a surprise attack as a reaction by the character who is surprised, the quick reaction being a surprise and almost always inflicting critical damage on the opponent(s) before they can so much as react.

-0.25kg to weight


Barrel Length (Normal)

The normal length barrel is, unsurprisingly, the standard barrel that is 

seen on all issued weapons and is the basis for the ‘base stats’ of the weapon.


Barrel Length (Long)

The long-barrel revolver has been modified with a longer barrel to be somewhat more effective against enemies at ranges that the standard-issue revolver barrel simply has no reasonable way of engaging at.  Heavier, it can be more cumbersome in close-quarters, but such is often considered simply the ‘tradeoff’ of a longer barrel.

If used in one hand, the revolver will receive a penalty of -1 on all attack rolls as it has become somewhat more cumbersome to weild, especially at the improved ranges at which it can fire.

+15m to effective weapon ranges increasing the revolver from 25/50m engagement ranges to 40/65m effective engagement ranges.

+0.30kg to weight

Grip


Pistol Grip

The pistol grip is the standard grip type that is seen on all issued weapons and is the basis for the ‘base stats’ of the weapon.


Stock Grip

+1 to all attack rolls

+0.70kg to weight

A revolver with a stock-grip cannot benefit from the snub-nosed revolver feature of being capable of being used against an ambush for a counter-attack.

The stock-grip is less a grip and more an addition to the grip of any revolver on the field.  Skeletonized metal frames or wooden stocks hardly matters, the device is essentially added in the same way to the device to provide for a more accurate shooting platform at the cost of losing the rather simple fact of the revolver most usually being used as a one-handed weapon.

Cylinders


High-Caliber

A higher-caliber cylinder- simply put- will significantly increase the weight and most likely the amount of propellant used in a round to increase the damage output of the weapon at the cost of some of the space within the cylinder, as well as making the mechanism slightly more complex to reload to accomodate for the additional forces being exerted upon it.

The revolver is diminished from a 6 round capacity between reloading to a 5 round capacity between reloading.

The new mechanism for reloading the revolver is more complicated, and reloading taken as a special action will only replace one round rather than two rounds.

Damage dice used to calculate damage for the revolver are increased from d4 dice to d6 dice.


Normal-Caliber

The normal-caliber cylinder is naturally the standard cylinder type that is seen on all issued weapons and is the basis for the ‘base stats’ of the weapon.


Sealed

Sealed chambers allow for the weapon to be suppressed with the addition of a barrel-threaded suppressor to the point of being considered a near-silent weapon.  This reduces the fire-rate of the weapon, however it also significantly increases critical hit damage done when a target is surprised.

The revolver is only capable of firing once per combat round action as the cylinder needs to be manually turned with each shot.

When used in conjunction with a suppressor, the damage of the weapon is increased from 1d4 to 6d4, and is always a critical strike if the action is a sneak attack.

Breech-Action Rifle


Standard Breech Action Rifle

Standard Weapon

Category: Items, weapons

Damage: 1d10 + proficiency damage

Type: Projectile

Item Rarity: Standard

Properties: Ammunition (1 / Reload), Heavy, Range, Two-Handed

Ammunition: 30 Rounds at any one time

Imbued: 10 Rounds imbued ammunition at any one time

Range: 125/250

Weight: 4kg


A mid to long-range weapon, the break-action rifle is carried by those focusing their efforts on using imbued shells at distance.  Using heavier rounds with more powder, the break-action rifle is accurate and deadly from even behind the lines of combat in many cases.  However, this also means that ammunition can be harder to find, and that maneuverability is compromised somewhat in exchange for the weapon’s use.

The breech-action rifle has the following components which can be changed in the field with a reasonable amount of time and a state of calm in which to make the appropriate modifications.

Barrels


Barrel Length (Short)

The short-barrel is something that is somewhat rarely-used by breach action rifles, however it is one that can be exceptionally useful for the weapons in close-quarters combat by ensuring that the rifleman’s ability to remain mobile (by making reloading somewhat easier) is significantly improved.  Such a short barrel is, however, significantly more dangerous to use with higher-risk imbued munitions.

Thanks to the shortened length of the overall rifle, reloading now impacts move speed by -5m per turn rather than the previous ? movement speed for a special action used to reload as the character no longer needs to be quite as careful while reloading and can do so in a significantly more natural motion.

The short-barrel breech action rifle is considered for all intents and purposes a medium class weapon rather than a heavy class weapon.  Unable to use some consumable imbued munitions that were previously and largely relegated to it.

-50m to effective weapon ranges dropping the breech action rifle from 125/250m engagement ranges to 75/200m effective engagement ranges.

-0.5kg to weight


Barrel Length (Normal)

The normal length barrel is, unsurprisingly, the standard barrel that is seen on all issued weapons and is the basis for the ‘base stats’ of the weapon.


Barrel Length (Long)

The long-barrel breech action rifle is a weapon most commonly designated to ‘snipers’ of various types for the simple fact of its improved accuracy when fired at great distances due to the additional barrel-length and rifling.

If used without bracing (when not prone, within a trench, or some other sort of cover from which the weapon can be conceivably braced against -2 to all attack rolls made by the weapon due to its length and weight.  When used with such bracing- in the open the prone state changes from a disadvantaged attack roll to a +2 attack roll, as well as in cover giving a +2 to all attack rolls.  Prone is no longer a state which gives enemies disadvantage to firing upon if the character has fired since the end of their last turn, but rather a +2 AC bonus to being fired upon due to the ‘propped up’ nature of the position to fire properly.

+50m to effective weapon ranges increasing the breech action rifle from 125/250m engagement ranges to 175/300m effective engagement ranges.

+0.75kg to weight

Sights


Iron-sight

Iron sights are the normally issued sights with all breech action rifles and are the basis from which all other ‘modifications’ to stats are drawn.  Reliable, integrated into the weapon, oftentimes somewhat rudimentary but an ever-present feature.


Marksman’s Scope

The marksman’s scope is a rarely-issued piece of equipment that can be exceptionally useful in scouting positions or in engaging targets at ranges that would otherwise be somewhat difficult for most iron-sighted weapons.  Most often, the scope is only mounted on breech-action rifles thanks to their incredible stopping-power even at the edges of their usual engagement ranges.  Such scopes are somewhat rare mostly due to their disposition towards being broken in the harsh conditions of a trench if used carelessly.

Marksman’s scope can be attached or detached by someone with the attachment by using an action.  It requires having the proper tools at hand, but can generally be done in only a few seconds.

+2 to attack rolls made if the weapon is being fired from 100m away or further

-2 to attack rolls made if the weapon is being fired from under 100m

Bolt-Action Rifle


Standard Bolt Action Rifle

Standard Weapon

Category: Items, Weapons

Damage: 1d8 + proficiency damage 

Type: Projectile

Item Rarity: Standard

Properties: Ammunition (5 / Reload), Medium, Range, Two-Handed

Ammunition: 50 Rounds at any one time

Imbued: 10 Rounds imbued ammunition at any one time

Range: 100/200

Weight: 4kg


A mid-range weapon, a bolt-action rifle is one of the most standard of the weapons carried by soldiers and mercenaries of all factions.  Easy to learn, hard to master, they can hold a number of rounds in integrated magazines and can fire a large variety of imbued rounds or merely lay down accurate fire at distance while maintaining the necessary mobility to go over the top.

The bolt-action rifle has the following components which can be changed in the field with a reasonable amount of time and a state of calm in which to make the appropriate modifications.

Barrels


Barrel Length (Short)

The swap from a mid-range and weigh barrel to something of a shorter one in the trenches for a bolt action rifle is hardly surprising given the confined areas that many find themselves in within the trenches.  While sacrificing some of the longer-ranged accuracy of the weapon, it becomes far more effective in potential melee-combat scenarios.

When in melee range with the weapon (5m), a character can choose to fire as an action and to use a melee attack with the weapon as a special action.  This can be done in any order that the character chooses.  Without a bayonet, the melee attack does 1d6 bludgeoning damage.  With a bayonet, the melee attack does 1d10 piercing damage.  This damage is rolled for as a standard melee attack with a str modifier.  If a weapon has both a lightweight frame and a short-barrel, two melee attacks can be made rather than a melee attack and a firearm attack.

-40m to effective weapon ranges dropping the bolt action rifle from 100/200m engagement ranges to 60/160m effective engagement ranges.

-0.5kg to weight


Barrel Length (Normal)

The normal length barrel is, unsurprisingly, the standard barrel that is seen on all issued weapons and is the basis for the ‘base stats’ of the weapon.


Barrel Length (Long)

Increasing the length of a bolt action rifle’s barrel is again, relatively uncommon given the need for additional range and accuracy in many situations of the trenches.  Namely- in simply taking out enemies at a longer range, and potentially even in their trenches.  While somewhat limiting in some aspects, this sort of modification to a bolt action rifle can be considered as pushing it into a somewhat intermediate role between that of a more traditional bolt-action and a breech action rifle.

If used without bracing (when not prone, within a trench, or some other sort of cover from which the weapon can be conceivably braced against -1 to all attack rolls made by the weapon due to its length and weight.  When used with such bracing- in the open the prone state changes from a disadvantaged attack roll to a +1 attack roll, as well as in cover giving a +1 to all attack rolls.  Prone is no longer a state which gives enemies disadvantage to firing upon if the character has fired since the end of their last turn, but rather a +2 AC bonus to being fired upon due to the ‘propped up’ nature of the position to fire properly.

+50m to effective weapon ranges increasing the bolt action rifle from 100/200m engagement ranges to 150/250m effective engagement ranges.

+0.75kg to weight

Frames


Lightweight frame

A lightweight framework involves replacing everything surrounding the ‘guts’ of the bolt action rifle with less, lighter, and more ergonomic materials in order to attempt to ‘slim down’ the rifle somewhat for combat and transportation purposes.  Improving the ergonomics of the weapon and ensuring that it will be somewhat easier to fire despite other modifications- even potentially making it somewhat more viable a melee option on its own… at the penalty of it kicking like a mule.

When in melee range with the weapon (5m), a character can choose to fire as an action and to use a melee attack with the weapon as a special action.  This can be done in any order that the character chooses.  Without a bayonet, the melee attack does 1d6 bludgeoning damage.  With a bayonet, the melee attack does 1d10 piercing damage.  This attack and damage for the attack is rolled for as a standard melee attack with a strength modifier.  If a weapon has both a lightweight frame and a short-barrel, two melee attacks can be made rather than a melee attack and a firearm attack.

The weapon’s recoil increases rather significantly with a lighter frame and stock.  Follow-up shots made in the same turn as another shot suffer from a -3 penalty to attack rolls.

-1kg to weight (if used in conjunction with the heavy barrel, can ‘cancel out’ the detriment from firing in a non-prone or non-cover position.


Normal frame / stock

The normal frame and stock are, unsurprisingly, the standard ‘furniture’ that is seen on all issued weapons and is the basis for the ‘base stats’ of the weapon.


Heavy frame / stock

The heavy frame and stock are features of rifles that are expected to be somewhat less mobile in nature, and are meant to accomodate for somewhat heavier fighting conditions in general.  ‘Gentling’ recoil in most cases at the cost of being more cumbersome to fire and generally wield, the heavy stock and frame are a modification generally made on fronts that are somewhat less mobile.

Firing while on the move reduces move speed by ? for the combat round- unless the character is willing to take a -2 to attack rolls to move the full distance.  However, follow-up rounds within the same combat round will only take a -1 penalty rather than a -3 penalty if using a straight-pull bolt thanks to the increased recoil suppression.  Accuracy for a follow-up shot in the next combat round will receive a +2 on the attack if the character has not changed position and did not take a follow-up shot on the preceding turn.

Bludgeoning melee attacks with this weapon do 2d6 bludgeoning damage rather than 1d6 due to the increased weight of the weapon.

+1.5kg to weight

Bolts/Bolt Carriers


Straight-pull

A straight-pull bolt action is a unique bolt carrier that entirely changes the method by which a bolt action rifle operates.  Changing out the simple locking bolt with something a little bit more mechanically complicated but easier to use when in the hands of an experienced shooter.  It allows for somewhat faster cycling of the weapon, but also leads to a somewhat awkward situation of reloading the weapon becoming somewhat more tedious thanks to being unable to be fed by stripper-clip and can only be loaded shot by shot due to the nature of the mechanism.

A straight-pull bolt action can be fired twice in a single attack action.  Once with the usual modifiers and a second time with a -3 to the attack roll.

The weapon can only be loaded with single-shots as a special-action and can only be loaded one round at a time during that special-action.  A full action may be used to load an additional three rounds at the cost of all remaining movement speed as well as the action itself.


Normal

The normal issue bolt is, unsurprisingly, the standard bolt that is seen on all issued weapons and is the basis for the ‘base stats’ of the weapon.


Heavy

The so-called ‘heavy’ bolt mechanism is more correctly simply a bolting mechanism that makes use of somewhat heavier components, true, but ensures that they are situated in such a way as to seal the chamber much more ‘truly’ and ensure that the rounds will not impact the weapon’s operator in any way.  This allows for the weapon to fire somewhat more powerful rounds, but can certainly increase the possibility of a catastrophic failure of the weapon as well.

Bolt action rifles with a heavy bolt do 1d10 base damage rather than 1d8 base damage per hit.

On a critical failure with a bolt action rifle that has a heavy bolt action, if the weapon fails in some way, it will likely be a spectacular method of failure.  Doing 2x the normal damage that would be done to the creature firing it rather than merely the normal amount of damage as ascribed to the failure.

Breach-Action Shotgun


Standard Break Action Shotgun

Standard Weapon

Category: Items, weapons

Damage: 1d12 + Proficiency Damage

Type: Projectile

Item Rarity: Standard

Properties: Ammunition (1 / Reload), Heavy, Range, Two-Handed

Ammunition: 25 Rounds at any one time

Imbued: 10 Rounds imbued ammunition at any one time

Range: 75/100

Weight: 4kg


A short to mid-range weapon, a break-action shotgun is generally something carried by those who want to be able to use imbued shells at closer ranges.  Somewhat heavier barrels, locking mechanisms, and firing pins allow for practically any shells to be fired out of these weapons with minimal preparations.  Those with these weapons may sacrifice some maneuverability given their frequent reloading, but power always comes at a cost.

The breach action shotgun has the following components which can be changed in the field with a reasonable amount of time and a state of calm in which to make the appropriate modifications.

Barrels


Barrel Length (Short)

Short-barreled break-actions are a staple of the trench for their maneuverability and power… though they do sacrifice at least some of their longer variants power for the potential of being used as the basis for much more alchemically impressive reactions.

Thanks to the shortened length of the overall shotgun, reloading now impacts move speed by -5m per turn rather than the previous ? movement speed for a special action used to reload as the character no longer needs to be quite as careful while reloading and can do so in a significantly more natural motion.

The short-barrel break action is considered for all intents and purposes a medium class weapon rather than a heavy class weapon.  Unable to use some consumable imbued munitions that were previously and largely relegated to it.

-1 to all attacks rolls made with this weapon beyond 50m

+1 to all attack rolls made with this weapon within 50m


Barrel Length (Normal)

The normal length barrel is, unsurprisingly, the standard barrel that is seen on all issued weapons and is the basis for the ‘base stats’ of the weapon.


Barrel (Double)

The double barrel shotgun is essentially exactly that- a shotgun which has been modified so as to have two separate barrels firing with an independent or shared action.  Heavier than single-barreled weapons, and somewhat weaker for fact that the actions may need to accommodate both chambers firing at once and unable to take the stress of two imbued rounds firing at once, it can still be a devastating weapon to fire in close-range.

Reduces the ability of the weapon to fire heavy consumable imbued munitions to merely being able to fire medium due to the stresses that firing such rounds have on the weapon’s barrel now being too much to bear on two (slightly) weaker barrels.  Furthermore, it can only fire one imbued shell at once rather than both barrels at once.

Can fire both shells at once for 1.5x damage –or- both shells in the same turn but separately (with a -3 on rolls to hit on follow-up) for completely separate damage dice.

+1kg to weight

Chokes


Modified Choke

The standard-issue break action shotgun does has a modified choke- so as to ostensibly allow for the weapon to potentially be used in any application on the field with nominal modification.  Though more likely to simply keep costs down just a tiny bit more and somewhat pushed off onto the soldiers in the trenches rather than the government buying the weapons in their thousands or tens of thousands.


Improved Cylinder

The removal of a proper choke and use of only the shotgun’s ‘cylinder’ can, ironically, help to increase the scatter of a shotgun somewhat rather than to encourage the various pellets or balls into a tighter formation.  The purpose of such is simply for attempting to be as likely to hit a target in a trench with as little real ‘aiming’ as is at all possible. A close-quarters modification for storming the trenchline with raw firepower rather than a precision one.

At any distances below 40m, any attack made with the weapon has a +2 to attack rolls.

At 40m to 75m, any attack made with the weapon has a -1 to attack rolls.

At 75m to 100m the shotgun’s spread is largely ineffective in maintaining a tight-enough grouping to do quite as significant damage as would usually be expected.  Any damage taken in this range (with normal modifiers to hit and disadvantage) is reduced by ?. 


Full choke

A full choke serves in the true function of a choke.  To diminish the scatter of a shotgun over range and ensure a tighter grouping on a more distant target.  This can significantly impact a shotgun’s capacity to do damage reliable at range- at some cost to the ability to be used in closer-quarters quite as rapidly or effectively.

At any distances below 20m, any attack made with the weapon has a -1 to attack rolls.

At 50m range to 75m range the break action shotgun has a +1 to any attack rolls.  

At 75m to 100m, rather than being on disadvantage the weapon is now instead fired with a -3 to hit.

Pump-Action Shotgun


Standard Pump Action Shotgun

Standard Weapon

Category: Items, weapons

Damage: 1d10 + proficiency Damage

Type: Projectile

Item Rarity: Standard

Properties: Ammunition (5 / Reload), Medium, Range, Two-Handed

Ammunition: 40 Rounds at any one time

Imbued: 10 Rounds imbued ammunition at any one time

Range: 50/75

Weight: 4kg


A short to mid-range weapon, a pump-action shotgun uses a newly-developed mechanism to cycle shells in a shorter period of time from a tube than break-actions that are still being cycled out of service.  The weapon can use a number of imbued rounds, though not the ‘heaviest’, and is an effective all-round weapon for most situations in trench warfare at middling ranges.

The pump-action shotgun has the following components which can be changed in the field with a reasonable amount of time and a reasonable state of calm in which to make the appropriate modifications.

Barrels


Barrel Length (Short)

Short-barreled pump-actions are a staple of the trench for their maneuverability and power… though they do sacrifice at least some of their longer variants power for the potential of being used as the basis for much more alchemically impressive reactions.

Thanks to the shortened length of the overall shotgun, reloading now impacts move speed by -5m per turn rather than the previous ? movement speed for a special action used to reload as the character no longer needs to be quite as careful while reloading and can do so in a significantly more natural motion.

-1 to all attacks rolls made with this weapon beyond 40m

+1 to all attack rolls made with this weapon within 40m

-2 to ammunition that can be loaded


Barrel Length (Normal)

The normal length barrel is, unsurprisingly, the standard barrel that is seen on all issued weapons and is the basis for the ‘base stats’ of the weapon.

Chokes


Modified Choke

The standard-issue break action shotgun does has a modified choke- so as to ostensibly allow for the weapon to potentially be used in any application on the field with nominal modification.  Though more likely to simply keep costs down just a tiny bit more and somewhat pushed off onto the soldiers in the trenches rather than the government buying the weapons in their thousands or tens of thousands.


Improved Cylinder

The removal of a proper choke and use of only the shotgun’s ‘cylinder’ can, ironically, help to increase the scatter of a shotgun somewhat rather than to encourage the various pellets or balls into a tighter formation.  The purpose of such is simply for attempting to be as likely to hit a target in a trench with as little real ‘aiming’ as is at all possible. A close-quarters modification for storming the trenchline with raw firepower rather than a precision one.

At any distances below 40m, any attack made with the weapon has a +2 to attack rolls.

At 40m to 75m, any attack made with the weapon has a -1 to attack rolls.

At 75m to 100m the shotgun’s spread is largely ineffective in maintaining a tight-enough grouping to do quite as significant damage as would usually be expected.  Any damage taken in this range (with normal modifiers to hit and disadvantage) is reduced by ?. 


Full choke

A full choke serves in the true function of a choke.  To diminish the scatter of a shotgun over range and ensure a tighter grouping on a more distant target.  This can significantly impact a shotgun’s capacity to do damage reliable at range- at some cost to the ability to be used in closer-quarters quite as rapidly or effectively.

At any distances below 20m, any attack made with the weapon has a -1 to attack rolls.

At 50m range to 75m range the break action shotgun has a +1 to any attack rolls.  

At 75m to 100m, rather than being on disadvantage the weapon is now instead fired with a -3 to hit.

Frame/Stock


Lightweight frame

A lightweight framework involves replacing everything surrounding the ‘guts’ of the pump action shotgun with less, lighter, and more ergonomic materials in order to attempt to ‘slim down’ the weapon somewhat for one- rather specific purpose in combat.  To allow for the weapon to be ‘slam-fired’ to rapidly fire shotgun shells on every pump of the weapon.

The weapon can now be ‘slam-fired’ and therefore be fired twice in a single turn, a shot and a follow-up shot. The weapon’s recoil increases rather significantly with a lighter frame and stock.  Follow-up shots made in the same turn as another shot suffer from a -3 penalty to attack rolls.

-1kg to weight 


Normal frame / stock

The normal frame and stock are, unsurprisingly, the standard ‘furniture’ that is seen on all issued weapons and is the basis for the ‘base stats’ of the weapon.


Heavy frame / stock

The heavy frame and stock are features of shotguns that are expected to be somewhat less mobile in nature, and are meant to accomodate for somewhat heavier fighting conditions in general.  In the case of a shotgun, almost counter-intuitively this is oftentimes a key factor in ensuring that the weapons can be used in a melee-capacity rather than only as a firearm.

When in melee range with the weapon (5m), a character can choose to fire as an action and to use a melee attack with the weapon as a special action.  This can be done in any order that the character chooses.  Without a bayonet, the melee attack does 2d6 bludgeoning damage.  With a bayonet, the melee attack does 2d10 piercing damage.  This damage is rolled for as a standard melee attack with a str modifier.

+1.5kg to weight

Melee Weapons (WIP)

(images of either a single / collection of the melee weapons listed)


Standard Bayonet

Standard Weapon

Category: Items

 

Damage: 2d6Damage (+str) (+prof)

Type: Piercing

Item Rarity: Standard

Properties: Melee, Special Weapon

Weight: 1kg

The standard bayonet is a part of most soldier’s kits, though it has been met with rather mixed reception amongst many nation’s soldiers.  While sometimes converted into a trench knife or used independently of a firearm, the ‘standard bayonet’ is attached to a weapon via some mechanism and is used in the same manner as a pike or thrusting spear.


Standard Trench Club

Standard Weapon

Category: Items

Damage: 2d4Damage (+str) (+prof)

Type: Bludgeoning

Item Rarity: Standard

Properties: Light, Melee, One-Handed, Multiattack (2 / Attack)

Weight: 1kg

An oftentimes improvised weapon whatever can be found on the battlefield, a trench-club can vary from a rather simple length of wood with a band of iron to far more complex forms, filled with lead, spiked, or otherwise modified to ensure that whatever damage it causes is far more permanent.  A bludgeoning weapon which can be used as a hammer in a pinch.


Standard Trench Knife

Standard Weapon

Category: Items

Damage: 2d4Damage (+str) (+prof)

Type: Piercing

Item Rarity: Standard

Properties: Light, Melee, One-Handed, Multiattack (2 / Attack)

Weight: 2kg

Trench knives vary from slightly-modified bayonets, taken from their respective weapons to purpose-built weapons from the cheapest of slag with rudimentary handguards and brutal triangular tips meant to punch through thick layers of woolen trench coats and the like.  They are most generally geared entirely towards stabbing, though their nature as knives keeps them useful as such cutting tools within the trenches.


Standard Trench Shovel

Standard Weapon

Category: Items

Damage: 2d4Damage (+str) (+prof)

Type: Slashing

Item Rarity: Standard

Properties: Light, Melee, One-Handed, Multiattack (2 / Attack)

Weight: 1kg

A trench shovel, or entrenching tool is an integral part of the most basic gear of those in the trenches.  It is also a tool that is incredibly easy to weaponize given its simple form.  Axe-like in nature when given an edge, something beneficial even to its core functionality of digging, these tools are practically everywhere and make for an incredible easy and effective weapon in close-quarters combat.  They function easily in their original capacities regardless as well.


Cavalry Lance

Weapon

Category: Items

Damage: 1d12Damage (+str) (+prof)

Type: Piercing

Item Rarity: Standard

Properties: Melee, Special Weapon, Reach

Weight: 3kg

The cavalry lance is sometimes argued as being a weapon of a bygone era- but it still holds an incredible benefit over firearms in the simplicity of its use on horseback, not scaring the animals, and doing an incredible amount of damage if the weapon impacts.  On average an 2-3m long weapon that it mainly haft with a sharpened tip, it is most often simply used to pierce anyone foolish or brave enough to stand their ground in the face of a cavalry charge.

In addition to the normal 1d12+str damage dice, the cavalry lance also benefits from +1 damage per each 5m that the enemy has moved that turn if they are mounted.  Up to +10 damage flat per hit. 


Officer’s Sword 

Weapon / Uncommon Item – Loot

Category: Items

Damage: 1d8Damage (+str)

Type: Slashing –or– stabbing

Item Rarity: Standard

Properties: Light, Melee, One-Handed, Multiattack (2 / Attack)

Weight: 2kg

The officer’s sword is a weapon that can be found, unsurprisingly, on most any commissioned officer on the field.  While it may certainly serve in its capacity as a weapon, it is also valuable for the simple fact that it may be returned to practically any army’s command in return for a bounty.  This bounty can be obtained regardless of if it is a friendly or enemy officer’s sword.  Most such weapons are serialized, and though they can certainly be stolen are generally regarded as something which can be akin to the more common soldier’s dog-tags.  Returning such weapons is generally seen as proof of either dispatching enemy officers or recovering (at least very partially) the body of friendly ones.  If a weapon is found to have been stolen from a friendly officer’s possession and turned in for a bounty, the bounty is usually revoked.  If this happens multiple times, ‘corrective action’ is usually administered.

The bounties vary depending on the ‘tier’ of officer that the weapon is retrieved from.  A T1 officer is most generally regarded as a common field officer, a platoon leader.  A T2 officer is seen as a potentially higher ranked officer in charge of a specialized platoon or a company.  A T3 officer is seen as a potential tactical-level resource in charge of a larger company or potentially even a battalion.  A T4 officer, in charge of a battalion or larger and most certainly a tactical-level resource if not a strategic-level one.  A T5 officer is any officer who is a part of the generality or admiralty.  A definitive strategic-level resource whose death might potentially change the course of the entire war by itself. 

T1 Officer

T2 Officer

T3 Officer

T4 Officer

T5 Officer

~1kg alch slag

~2.5kg alch slag

~10kg alch slag

~40kg alch slag

~200kg alch slag


Shovel

Common Item

Category: Items

Item Rarity: Common

Weight: 2kg

While the entrenching tool is a standard piece of every soldier’s kit, the simple shovel is something that is just a little too difficult to transport en-masse with a soldier.  Somewhere between a meter and a meter and a half in length, a full shovel is a tool that is surprisingly sought-after on the trenchlines for the simple fact that it can effectively halve most of the work that would be generally done with an entrenching tool.  The extra length and broader head of the tool often just a little bit better-suited for the purpose of digging entrenchments, fortifications, or even sapping tunnels than the standard-issue piece of kit.  While it can be cumbersome to transport in addition to other gear, it can certainly be put to good use.  Most commonly, they are given out in entrenching or fortifying operations.  In a pinch, a shovel can also function as a reasonably effective weapon with the following stats.

Standard Weapon

Damage: 2d4Damage (+str)

Type: Bludgeoning

Item Rarity: Standard

Properties: Melee, two handed


Gauntlet Dagger

Weapon

Category: Items, Weapons

Damage: 2d6 damage (+str) (+prof)

Type: Piercing

Item Rarity: Standard

Properties: Light, Melee, One-Handed, Multiattack (2 / Attack), Special Weapon

Weight: 2kg

The ‘gauntlet-dagger’ is a crude weapon that has been fashioned and come into popularity with a certain type of trench-raider over the course of trench warfare’s use.  The device functions in a limited capacity as both weapon and armor, so long as the one wielding it is in melee combat, providing a +1 to melee AC due to the ease with which it can be used to deflect a variety of attacks in combat.  The main downside of this weapon is the very simple fact that it largely prohibits the use of the hand entirely, even as it allows for devastating killing blows for a single-handed weapon.  This prohibits the use of a large number of other weapons, grenades with pull-pin fuses or lighted fuses, and any other number of objects that might require the use of both hands.


Consumable Imbued Munitions

Rounds


Crystallizing Rounds

‘Crystal’ rounds, or more specifically crystallizing rounds are specifically alchemically engineered rounds which, after being ‘primed’ for their alchemical reactions in the discharging of a firearm will on impact begin a process of forming a crystal lattice-work on and within the object that them impact.  As with so many other alchemical reactions that have only been discovered recently, the mechanism of action for this is mostly unknown.  The crystal structures can be of practically any color and with multiple facet patterns that do not seem to match more traditional minerals in anything other than appearance.  They are difficult to perform prolonged studies on secondary to their reversion to other materials within mere hours without re-application of the alchemical reaction.

Preparation Time: 1 Special Action

Range: Dependent on weapon

Weapon Requirements:  Heavy Barrel

On impact with an object or a creature, the round will immediately begin a process of spreading ‘tendrils’ of crystal through all the nearby mediums out to a point of roughly half a meter.  These crystals alone seem to do quite a bit of damage to living matter through the simple fact of being inorganic matter that is largely displacing the organic matter.  The round, on impact with a living creature does 1d6 damage, but continues to do 1d4 damage every 30 minutes for the duration of the round’s effect.  Furthermore, and perhaps more importantly in many aspects of combat is the fact that for 4d4 hours after the creature suffers from half move speed, disadvantage on all charisma rolls, and due to the brittleness of the crystals embedded into their body receive a -4 AC for all incoming attacks and double damage received from those attacks.

Alchemical Slag Cost 0.5kg (5kg raw alchemical materials)


Degradation / ‘Acid’ Rounds

The so-called ‘degradation’ or ‘acid’ round is an imbued round which is purpose-made with the intent of destroying armor or equipment.  When used, these rounds ‘separate’ after fired in much the same manner as that of a shotgun’s pellets, though with a somewhat tighter grouping.  On impact, they embed themselves into practically any surface and begin to eat away at them.  Be they equipment, personnel, or any other compound which they can be embedded into.  Given that many compounds which contact these fragments

Preparation Time: 1 Special Action

Range: Dependent on weapon

Weapon Requirements:  Medium Barrel -or- Heavy Barrel

This round will spread somewhat over distance, and therefore does varying amounts of damage to varying targets over different distances.

Within 50m the round will strike one target, which will take 2d8 acid damage if they are struck.

Within 100m the round will strike up to two targets within 5m of one-another, which will take 1d8 damage each if they are struck.

Within 200m the round will strike up to four targets within 10m of the ‘primary’ target which will take 1d6 damage each if they are struck.

The struck target(s) will then take 1d6 acid damage at the start of their turn for the next 1d6 rounds until the fragments of the round have fallen out of whatever equipment or part they had previously embedded and eaten their way out of.  On a critical strike to any target, the target will take 1d8 acid damage for 1d8 rounds.

Alchemical Slag Cost 0.3kg (3kg raw alchemical materials)


Flare / Signaling Rounds

Flare and signaling rounds are amongst the simplest of rounds that are imbued.  They can be fired from practically any weapon, and serve a wide range of purposes in ensuring the flow of battle far beyond the single shot.  They can be pre-arranged signals for other parts of the battle, or they can be used simply to illuminate a single area brightly to direct fire towards.  They are a utilitarian round that can be used by any weapon.

Preparation Time: 1 Special Action

Range: Dependent on weapon

Weapon Requirements:  Light Barrel -or- Medium Barrel -or- Heavy Barrel

Generally capable of doing little more than adding a bright luminosity over an area around where they are fired in a 10m radius with 10m of additional dim light for 5 turns of combat from where they impact if directly fired towards a target.  If fired into the air, they instead illuminate a 40m radius area dimly on the ground below where they were fired for 5 turns of combat.  If fired directly into an enemy (with the same hit modifiers as any other round) the round will do 1d6 burning damage per turn of combat that it is embedded in the creature.  The creature may use a reaction with a DC14 constitution check at the beginning of their turn to attempt to remove the round, which will continue to illuminate them until removed.  On a critical hit against an enemy, the enemy cannot roll to attempt to remove the flare / signaling round.

Alchemical Slag Cost 0.1kg (1kg raw alchemical materials)


Flash Rounds

Flash rounds are a utilitarian support round meant to assist in combat by blinding enemies in their detonation on impact after being fired.  They produce an exceptionally bright flash momentarily after a loud snap to draw attention to the impact area.  They are often fired en-masse prior to assaults in order to draw enemy attention towards them and to hopefully prevent significant volleys of enemy fire on an advance.

Preparation Time: 1 Special Action

Range: Dependent on weapon

Weapon Requirements:  Medium Barrel -or- Heavy Barrel

Flash rounds produce a blinding effect on creatures within a 15m radius who fail a DC16 wisdom save after hearing the retort of the round’s ‘snap’.  These creatures are disadvantaged on all attacks for 4 combat rounds after failing the save, and melee attacks against them are made with advantage.  Creatures who pass the wisdom saving throw are not affected by the weapon.  Any creature directly impacted by the round must make a DC18 wisdom saving throw rather than a DC16, and will receive 1d4 bludgeoning damage if they are struck by it (as dictated by their AC).  On a critical hit, the enemies blinded by the flash will be blinded for 6 combat rounds.

Alchemical Slag Cost 0.2kg (2kg raw alchemical materials)


Keter Rounds

Keter Rounds are one of the most powerful types of imbued munitions that exist within the trenches.  Holding within them the simple to understand, though incredibly complex power to harness of uncreation.  On being struck with a Keter Round, the individual who has been struck simply begins to dissolve.   While it is possible to survive being struck by a keter round, it is oftentimes only the mark of the most extreme willpower that would allow one to survive such.  Similarly, even in the event of surviving such an event, the individuals are often left scarred and in near-death states in even the best-cases.

Preparation Time: 1 Special Action

Range: Dependent on weapon

Weapon Requirements:  Heavy Barrel

On being fired, the round is calculated like any other for chance to strike the enemy at whatever range the creature is.  On striking the creature, they may roll for a DC20 constitution saving-throw to, instead of being killed instantly and unbecoming, merely taking 8d8 magical damage.  If 8d8 magical damage would normally be fatal to them, they are killed and are uncreated in the same manner as if they had failed the save.  On a critical hit, the DC20 saving throw for the creature becomes a DC24 saving throw.

Alchemical Slag Cost 0.5kg (5kg raw alchemical materials)


Shrapnel Rounds

Shrapnel rounds are rounds designed for ‘indirect’ fire and impact, to impact an object and then explode into a shower of deadly, smaller projectiles that scatter in all directions after the impact with extreme velocity if significantly smaller mass.  Most-often useful in confined areas where they might have the ability to scatter in multiple directions and potentially even rebound, they are a welcome addition to most any arsenal in the trenchline for the tight spaces.

Preparation Time: 1 Special Action

Range: Dependent on weapon

Weapon Requirements:  Medium Barrel -or- Heavy Barrel

On being fired, the round is calculated like any other for chance to strike the enemy at whatever range the enemy is.  On striking the enemy a surface or enemy, the round explodes outwards into a large number of small pieces of fragmentation.  Any creature within a 10m radius takes 2d6 damage.  If a creature is behind another creature in the direct line-of-sight to the round, they instead take 1d6 damage after the penetration of the first creature.  If they are behind cover of any type, they take 1d6 damage.  If they are behind multiple creatures or multiple layers of cover, they do not take damage.  On a critical hit, one dice is added to damage.

Alchemical Slag Cost 0.3kg (3kg raw alchemical materials)

Grenades / Explosives


High Explosive Grenade

Preparation Time: 1 Special Action

Range: 40m

Weapon Requirements:  None

Using a High Explosive Grenade takes one action to appropriately arm and throw the device with any reasonable amount of accuracy.  

When thrown, the person using the weapon must make a DC12 dexterity throw to land the grenade accurately where they are aiming it.  On a roll of 10-11, the grenade lands within 5m of the aimed area in any point of the GMs discretion.  On a roll of 5-9, within 10m of the aimed area.  On a roll of 2-4 within 15m of the aimed area.  On a roll of 1 or below (any critical failure or modified 1) the weapon will be fumbled and dropped to the ground on the player’s position.  On a critical success, the weapon will ‘airbust’ and deal damage within a 20m radius rather than a 15m radius.

The weapon will then, regardless of where it lands at the end of the person’s turn, explode.  Any creature can use a reaction to try to find cover from the explosion or to go prone with a DC12 dexterity saving throw.  The weapon deals 4d6 damage to any creature within 15m of it who fails the save or to any objects, and half-damage to any creature who succeed the save.

Alchemical Slag Cost 0.5kg (5kg raw alchemical materials)


High Explosive Landmine

Preparation Time: 2 minutes 

Range: n/a

Weapon Requirements:  None

Effectively ‘planting’ a high explosive landmine takes approximately 2 minutes to ensure that the device has been properly laid and armed in most situations.  This includes placing it within a burrow, arming the fuse, and ensuring that its placement will be somewhat more difficult to spot for others- hopefully the enemy.

Mines can be spotted with a successful DC16 perception check of the battlefield, or with a passive perception of 15 upon coming within 30m of them.  If they have been deliberately hidden within dense foliage or some other condition that would believably make them significantly harder to spot, the success for a check instead becomes a DC20 with a passive perception of 18 being required.  Certain creatures may have the ability to avoid these traps based on other senses (ie. sense of smell for the propellants used) and can therefore be used to help avoid these traps.

The weapon will, when engaged, explode at either the end of the combat round or when the enemy has proceeded 10m away from the device- whichever comes first.  Any creature besides the one who triggered the trap can use a reaction to try to find cover from the explosion or to go prone with a DC14 dexterity saving throw.  The weapon deals 3d6 damage to any creature within 15m of it who fails the save or to any objects, and half-damage to any creature who succeed the save.

Alchemical Slag Cost 0.4kg (4kg raw alchemical materials)


Improvised Incendiary Grenade

Preparation Time: 1 Special Action

Range: 35m

Weapon Requirements:  None

Using an Improvised Incendiary Grenade takes one action to appropriately light and throw the device with any reasonable amount of accuracy.  

When thrown, the person using the weapon must make a DC12 dexterity throw to land the grenade accurately where they are aiming it.  On a roll of 10-11, the grenade lands within 5m of the aimed area in any point of the GMs discretion.  On a roll of 5-9, within 10m of the aimed area.  On a roll of 2-4 within 15m of the aimed area.  On a roll of 1 or below (any critical failure or modified 1) the weapon will be fumbled and dropped to the ground on the player’s position.  On a critical success, the effect of the weapon will last for 1 additional combat round.

The weapon will then, regardless of where it lands, burst into flame and sputter out flammable material into the proximity to set alight.  Any creature can use a reaction to try to find cover from the explosion or to go prone with a DC12 dexterity saving throw.  The weapon deals 2d8 burning damage to any creature within 10m of it who fails the save or to any objects, and half-damage to any creature who succeed the save.  Any creature who enters or remains in the space after the initial ‘explosion’ of the grenade for the next 3 combat rounds will take 1d6 burning damage.

Alchemical Slag Cost 0.3kg (3kg raw alchemical materials)


Incendiary Grenade

Preparation Time: 1 Special Action

Range: 40m

Weapon Requirements:  None

Using an Incendiary Grenade takes one action to appropriately arm and throw the device with any reasonable amount of accuracy.  

When thrown, the person using the weapon must make a DC12 dexterity throw to land the grenade accurately where they are aiming it.  On a roll of 10-11, the grenade lands within 5m of the aimed area in any point of the GMs discretion.  On a roll of 5-9, within 10m of the aimed area.  On a roll of 2-4 within 15m of the aimed area.  On a roll of 1 or below (any critical failure or modified 1) the weapon will be fumbled and dropped to the ground on the player’s position.  On a critical success, the weapon will ‘airbust’ and deal damage within a 15m radius rather than a 10m radius.

The weapon will then, regardless of where it lands, burst into flame and sputter out flammable material into the proximity to set alight.  Any creature can use a reaction to try to find cover from the explosion or to go prone with a DC12 dexterity saving throw.  The weapon deals 3d6 burning damage to any creature within 10m of it who fails the save or to any objects, and half-damage to any creature who succeed the save.  Any creature who enters or remains in the space after the initial ‘explosion’ of the grenade for the next 4 combat rounds will take 1d6 burning damage.

Alchemical Slag Cost 0.4kg (4kg raw alchemical materials)


Smoke Grenade

Preparation Time: 1 Special Action

Range: 50m

Weapon Requirements:  None

Using a smoke grenade takes one action to appropriately arm and throw the device with any reasonable amount of accuracy.  

When thrown, the person using the weapon must make a DC12 dexterity throw to land the grenade accurately where they are aiming it.  On a roll of 10-11, the grenade lands within 5m of the aimed area in any point of the GMs discretion.  On a roll of 5-9, within 10m of the aimed area.  On a roll of 2-4 within 15m of the aimed area.  On a roll of 1 or below (any critical failure or modified 1) the weapon will be fumbled and dropped to the ground on the player’s position.  On a critical success, the weapon will begin obscuring the targeted area immediately

The weapon will then, regardless of where it lands at the end of the person’s turn begin emitting a thick smokescreen in a 25m radius.  This smoke will last for 10 combat rounds before dissipating, or will dissipate in 4 combat rounds with light winds, or 2 combat rounds with heavy winds.  Any attempt to fire through the smoke will be made with a -10 to attack rolls with an directly-fired weapon.  Thrown weapons receive a -5 penalty to attack rolls.  Melee attacks within the smoke are unmodified.  

Upon leaving the smokescreen, any creature is vulnerable for 1 combat round and is unable to move again within the same turn that they left the smokescreen.  They may take any other action, but are unable to move from the position that they have emerged from the smokescreen into.

The average smoke grenade will take the ‘trench currency’ equivalent of roughly 0.2kg of Alchemical Slag (5kg of raw alchemical materials) to make effectively.

Misc.


Flamethrower

Flavor text

  • STATS TO ACTUALLY GIVE THEM

  • ‘COST’

  • ETC

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