Grimgrin
First Post
Every good steampunk character needs anachronistic weapon or gadget, so I will start this thread with a list of steampunk equipment.
Simple Weapons
One-Handed Weapon
Pistol Prof: +2, Damage: 1d6, Range: 10/20, Cost: 40gp, Wt: 3lb/1.4kg, Group: Firearm, Properties: Armor Piercing, High Crit, Load Move, Jams 1
Simple Ranged Two-Handed Weapons
Musket Prof: +2, Dam: 1d8, Rng: 20/40, Cost: 60gp. Wt: 5lb/2.3kg
Group: Firearm, Properties: Armor Piercing, High Crit, Load Standard, Jams 1
Martial Weapons
Crew Serviced Cannons
Hand Cannon (4lb Ball), Prof: +3, Dam: 1d12, Rng: 40/80, Cost: 150gp, Wt. 31 lb/15 kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 2 Standard, Requires Cooling
Light Cannon (8lb Ball) Prof: +3, Dam: 4d6, Rng: 75/
150, Cost: 600gp, Wt: 3,000lb/1,350kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 2 Standard, Requires Cooling
Medium Cannon (12lb Ball), Prof: +3, Dam: 4d10, Rng:110/220, Cost: 1000gp, Wt: 4,800lb/2,200kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 3 Standard, Requires Cooling
Heavy Cannon (16lb Ball), Prof: +3, Dam: 4d12, Rng: 130/260, Cost: 1800gp, Wt: 6,700lb/3,000kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 3 Standard, Requires Cooling
Siege Cannon* ( 32lb Ball), Prof: +3, Dam: 4d20, Rng: 180/360, Cost: 5000gp, Wt: 10,000lb/4,500kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 4 Standard, Requires Cooling
* Siege Cannons are too heavy for most conveyances and are essentially limited to fixed defenses.
Superior Weapons
Two-Handed Superior Ranged Weapons
Junk Cannon Prof: NA*, Dam: 1d4*, Rng: 20/40, Cost: 60gp, Wt: 10lbs + 20lb Air Tank (20 shots), Group: Artillery, Properties: Load Standard, Explodes 1**
* Junk cannon generally fire improvised weapons, but any two pound or less thrown weapon will be boosted to the cannon’s range.
** Explodes on an attack roll of 1 and the ranged attack automatically hits the shooter rather than the target.
Flame Gun, Prof: NA, Dam: 1d8 +INT Modifier, Rng: Close Blast 3, Cost: 380gp, Fill w/Oil: 150gp; Wt: 5lb+ 45lb Four Gallon Whale Oil Tank (5 shots), Group: Flame Gun, Properties: Blast Weapon: Intelligence vs. Reflex attack roll, Jams 2
Weapon Groups:
Artillery: Black powder artillery is muzzle loaded and ignited by a burning fuse. A basic attack with an Artillery Weapon always uses Intelligence for attack and damage modifier. Loading a cannon requires a powder charge of equal weight to the cannon ball fired.
Flame Gun: A flame gun is a long hollow pipe of metal with a small pilot light at one end and a pressurized hose at the other end. Whale Oil is spewed through the hose and ignited. All in the blast zone of the Flame Gun may suffer severe burns. The Flame Gun is flickle and on a natural attack roll of one or two either the hose jams or the pilot light goes out requiring 1d4 standard actions to restore function. Flame Guns utilize INT modifier rather than STR or DEX on attack and damage rolls.
Firearms: In this steam punk campaign the characters wield flintlock firearms. A basic attack with a firearm always uses Dexterity for an attack and damage modifier. Firearms also count as Crossbows for the prerequisites, requirements, and effects of feats and all powers that have an area of effect other than “Blast”. A flintlock misfires or jams on an attack roll of "1". It takes 1d4 standard actions to clear a jam. Heavy rain or dunking in water increases misfire chance to 1, 2, and 3.
Weapon Properties:
These new weapon properties apply to the black powder weapons listed above.
Armor Piercing: Any weapon with this property can reduce an armor bonus by 1 or reduce the AC of an armored monster by 1.
Inaccurate: Inaccurate weapons take a -2 penalty to all attack rolls.
Jams: The weapon jams on the indicated attack roll die number and takes 1d4 standard actions to clear.
Load: Flintlock pistols take a move action to reload and muskets require a standard action to reload. Cannons usually require a crew to reload them. Each crew member can expend a standard action in order to be able to fire the weapon once per round.
Requires Cooling: If you fire two times within two consecutive rounds with this weapon, you must roll a saving throw after the second shot. If you fail, the weapon cannot fire again for the duration of the encounter since the cannon barrel has warped due to over heating. When a volley of weapons with this property is fired, make one saving throw for all.
Weapon Modifications:
Double Barrel: Any flintlock firearm can be modified to possess an extra barrel and trigger. Each barrel must be reloaded separately. This modification doubles the cost of the firearm and increases the weight of the weapon by 50%.
Cannonball Variations: Artillery is classified by the size and type of ammunition. All firearms and cannons used it this campaign are smoothbore. Smoothbore cannons fire spherical ammunition which comes in five different types.
Bayonet: As a minor action, the musket holder can attach or remove a long, thin blade to the end of his musket. A bayonet turns a musket into the equivalent of a “spear” simple melee weapon. While a bayonet is attached the musket has a -1 ranged attack roll penalty. W: 2lb. Cost: 5gp.
Bullet Bandoleer: Bullets are specific for each flintlock since every gun is hand made and regionally specific. W: 1lb, Cost: 20 bullets for 1gp.
Powder Horn: Enough loose powder for 12 shots with any flintlock firearm or one shot with any hand cannon. The need to carefully pour the proper amount of loose powder into a firearm’s muzzle doubles the reload time. W: 5lbs filled, Cost: 24gp (2gp per shot)
Cartridge Box: Wooden box with 20 pre-measured paper cartridges of black powder for a specific firearm. They are quicker to use than loose powder. W: 6lbs, Cost: 60gp (3gp per shot)
Swine Feather: This forked metal rod can be used to support a long barreled musket. It requires relatively soft ground to set up and takes a standard action to properly plant which provokes an opportunity attack. Thereafter, it grants a +1 Equipment Bonus to range attacks while firing from a stationary position and using a two handed firearm. Weight: 2lbs, Cost: 2gp
Glass Optical Scope: Grants a +1 ranged attack bonus for the firearm if the shooter expends a move action before firing. Weight: 1lb., Cost: 100gp
Simple Weapons
One-Handed Weapon
Pistol Prof: +2, Damage: 1d6, Range: 10/20, Cost: 40gp, Wt: 3lb/1.4kg, Group: Firearm, Properties: Armor Piercing, High Crit, Load Move, Jams 1
Simple Ranged Two-Handed Weapons
Musket Prof: +2, Dam: 1d8, Rng: 20/40, Cost: 60gp. Wt: 5lb/2.3kg
Group: Firearm, Properties: Armor Piercing, High Crit, Load Standard, Jams 1
Martial Weapons
Crew Serviced Cannons
Hand Cannon (4lb Ball), Prof: +3, Dam: 1d12, Rng: 40/80, Cost: 150gp, Wt. 31 lb/15 kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 2 Standard, Requires Cooling
Light Cannon (8lb Ball) Prof: +3, Dam: 4d6, Rng: 75/
150, Cost: 600gp, Wt: 3,000lb/1,350kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 2 Standard, Requires Cooling
Medium Cannon (12lb Ball), Prof: +3, Dam: 4d10, Rng:110/220, Cost: 1000gp, Wt: 4,800lb/2,200kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 3 Standard, Requires Cooling
Heavy Cannon (16lb Ball), Prof: +3, Dam: 4d12, Rng: 130/260, Cost: 1800gp, Wt: 6,700lb/3,000kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 3 Standard, Requires Cooling
Siege Cannon* ( 32lb Ball), Prof: +3, Dam: 4d20, Rng: 180/360, Cost: 5000gp, Wt: 10,000lb/4,500kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 4 Standard, Requires Cooling
* Siege Cannons are too heavy for most conveyances and are essentially limited to fixed defenses.
Superior Weapons
Two-Handed Superior Ranged Weapons
Junk Cannon Prof: NA*, Dam: 1d4*, Rng: 20/40, Cost: 60gp, Wt: 10lbs + 20lb Air Tank (20 shots), Group: Artillery, Properties: Load Standard, Explodes 1**
* Junk cannon generally fire improvised weapons, but any two pound or less thrown weapon will be boosted to the cannon’s range.
** Explodes on an attack roll of 1 and the ranged attack automatically hits the shooter rather than the target.
Flame Gun, Prof: NA, Dam: 1d8 +INT Modifier, Rng: Close Blast 3, Cost: 380gp, Fill w/Oil: 150gp; Wt: 5lb+ 45lb Four Gallon Whale Oil Tank (5 shots), Group: Flame Gun, Properties: Blast Weapon: Intelligence vs. Reflex attack roll, Jams 2
Weapon Groups:
Artillery: Black powder artillery is muzzle loaded and ignited by a burning fuse. A basic attack with an Artillery Weapon always uses Intelligence for attack and damage modifier. Loading a cannon requires a powder charge of equal weight to the cannon ball fired.
Flame Gun: A flame gun is a long hollow pipe of metal with a small pilot light at one end and a pressurized hose at the other end. Whale Oil is spewed through the hose and ignited. All in the blast zone of the Flame Gun may suffer severe burns. The Flame Gun is flickle and on a natural attack roll of one or two either the hose jams or the pilot light goes out requiring 1d4 standard actions to restore function. Flame Guns utilize INT modifier rather than STR or DEX on attack and damage rolls.
Firearms: In this steam punk campaign the characters wield flintlock firearms. A basic attack with a firearm always uses Dexterity for an attack and damage modifier. Firearms also count as Crossbows for the prerequisites, requirements, and effects of feats and all powers that have an area of effect other than “Blast”. A flintlock misfires or jams on an attack roll of "1". It takes 1d4 standard actions to clear a jam. Heavy rain or dunking in water increases misfire chance to 1, 2, and 3.
Weapon Properties:
These new weapon properties apply to the black powder weapons listed above.
Armor Piercing: Any weapon with this property can reduce an armor bonus by 1 or reduce the AC of an armored monster by 1.
Inaccurate: Inaccurate weapons take a -2 penalty to all attack rolls.
Jams: The weapon jams on the indicated attack roll die number and takes 1d4 standard actions to clear.
Load: Flintlock pistols take a move action to reload and muskets require a standard action to reload. Cannons usually require a crew to reload them. Each crew member can expend a standard action in order to be able to fire the weapon once per round.
Requires Cooling: If you fire two times within two consecutive rounds with this weapon, you must roll a saving throw after the second shot. If you fail, the weapon cannot fire again for the duration of the encounter since the cannon barrel has warped due to over heating. When a volley of weapons with this property is fired, make one saving throw for all.
Weapon Modifications:
Double Barrel: Any flintlock firearm can be modified to possess an extra barrel and trigger. Each barrel must be reloaded separately. This modification doubles the cost of the firearm and increases the weight of the weapon by 50%.
Cannonball Variations: Artillery is classified by the size and type of ammunition. All firearms and cannons used it this campaign are smoothbore. Smoothbore cannons fire spherical ammunition which comes in five different types.
- Solid Shot: This is a simply a heavy sphere of metal and is the default ammunition of smoothbore cannons. Cost: 5gp per 4 pounds
- Shells: This is a hollowed out iron sphere filled with a bursting charge of black powder. Instead of striking a single target, the shell detonates in a burst. The shooter makes a single attack roll against all targets within the burst. The radius of the burst varies according to the size of the cannonball but the damage it inflicts is halved. 4lbs: burst 1, 8lbs: burst 2, 16lbs: burst 3, 32lbs: burst 4. Cost: 15gp per 4 pounds
- Case Shot: This is a wooden shell filled with loose lead or iron balls in a layer of sulfur and coal tar. Case shot is intended to explode in the air and thus uses time fuses. The metal balls become shrapnel greatly increasing the kill radius. Properly timing the fuse requires an INT attribute check with a DC equal to one tenth the range the shell travels before it is supposed to explode. Poorly timed fuses explode to early or not at all generating an automatic miss. A case shot has the same radius as a shell but inflicts normal cannon damage to all its victims. Cost: 50gp per 4lbs.
- Chain Shot: This is two halves of the same sphere chained together. It is generally used to foul rigging and ship masts. The chain shot affects the target and one adjacent target at the same time. Only one attack roll is made for both targets. Cost: 10gp per 4 pounds
- Grape Shot: This is a mass of heavy metal balls in a cloth bag. Unlike the ammunition above this is a close blast weapon normally used against enemy infantry. Only one attack roll is made and applied to all targets. 4lbs: blast 3, 8lbs: blast 4, 16lbs: blast 5, 32lbs blast 6. Cost: 50gp per 4 pounds.
Bayonet: As a minor action, the musket holder can attach or remove a long, thin blade to the end of his musket. A bayonet turns a musket into the equivalent of a “spear” simple melee weapon. While a bayonet is attached the musket has a -1 ranged attack roll penalty. W: 2lb. Cost: 5gp.
Bullet Bandoleer: Bullets are specific for each flintlock since every gun is hand made and regionally specific. W: 1lb, Cost: 20 bullets for 1gp.
Powder Horn: Enough loose powder for 12 shots with any flintlock firearm or one shot with any hand cannon. The need to carefully pour the proper amount of loose powder into a firearm’s muzzle doubles the reload time. W: 5lbs filled, Cost: 24gp (2gp per shot)
Cartridge Box: Wooden box with 20 pre-measured paper cartridges of black powder for a specific firearm. They are quicker to use than loose powder. W: 6lbs, Cost: 60gp (3gp per shot)
Swine Feather: This forked metal rod can be used to support a long barreled musket. It requires relatively soft ground to set up and takes a standard action to properly plant which provokes an opportunity attack. Thereafter, it grants a +1 Equipment Bonus to range attacks while firing from a stationary position and using a two handed firearm. Weight: 2lbs, Cost: 2gp
Glass Optical Scope: Grants a +1 ranged attack bonus for the firearm if the shooter expends a move action before firing. Weight: 1lb., Cost: 100gp
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