Arcane Empire II
Primitive and Advanced Weapons
Weapons come in all shapes and sizes, but to most players what matters is how well it works at killing the enemy. Due to the immense variety of weapons a generic chart will be used for weapon types with variations being offered. Weapons are listed as Generic, but may also be purchased as Brand Name (x2 cost), Luxury Brand (x3 cost) or Exotic (x5 cost). In guns generic would include brands such as Taurus, Phoenix, and Hi Point, Brand name would be Colt, Smith and Wesson, Winchester, Remington, Glock, and Browning, while luxury would include brands like Kimber, Barret, Enfield, Sig and H&K, while Exotics would include Benelli and H&H.
These weapons are used to strike an opponent while the attacker is still holding the weapon. Examples include fists, knives, clubs, and nun-chucks. Most melee weapons can be thrown, but if they aren’t balanced they are difficult to throw accurately. A weapon not balanced for throwing has a range of 5/15/50.
|Melee||Damage||Weight||Cost||1 Handed||2 Handed|
Throwing Balanced (range of 20/60/200)
|Thrown/Melee||Damage||Weight||Cost||1 Handed||2 Handed|
Melee weapons come in three types; Bludgeoning, Piercing, and Slashing which all cost the same amount. For double the list cost a weapon can be purchased that combines 2 damage types (a sword with a thrusting point to do slashing or piercing), but all three cannot be combined (a pommel strike with the sword is possible, but counts as a weapon two sizes lower).
Melee weapons normally benefit from the strength of the user, so for every full die of lifting a person has add 1 point to the damage inflicted on a successful hit.
Powered melee weapons are like normal melee weapons, but use some sort or energy to increase damage inflicted (like chainsaws and power ram hammers). Powered melee weapons cost ten times as much as normal weapons of the same size, weigh 50% more, and do 50% more damage.
Stunners: Powered melee weapons may be designated as stun only at no extra cost or as stun/lethal switchable for double the list cost. Stunners do non-lethal damage.
|Powered Melee||Damage||Weight||Cost||1 Handed||2 Handed|
Throwing Balanced Powered Melee (range of 20/60/200)
|Powered Melee/Thrown||Damage||Weight||Cost||1 Handed||2 Handed|
Energy melee weapons are two sizes smaller when turned off, do double the listed damage but don’t benefit from lifting score, weight the same as a weapon 1 size smaller, cost 100 times as much, and emit light as a torch when in use.
|Energy Melee||Damage||Weight||Cost||1 Handed||2 Handed|
Energy Weapon Balanced for Throwing (range of 20/60/200)
|Energy Melee/Thrown||Damage||Weight||Cost||1 Handed||2 Handed|
These weapons are used to strike an opponent at a distance and uses the attacker’s body motion to project it towards the target. Thrown weapons can use the melee weapons chart, but if made to be thrown only and not for use in melee (can do so at a 1D penalty) they weigh half as much. If made to be used in melee and thrown (melee weapon balanced for throwing) double the base cost. A weapon balanced for throwing or melee has a range of 10/30/100, a weapon balanced for throwing only has a range of 20/60/200, and a weapon not balanced for throwing has a range of 5/15/50. Thrown Weapons usually benefit from strength as melee weapons do.
Thrown Only (range of 20/60/200)
|Thrown Only||Damage||Weight||Cost||1 Handed||2 Handed|
Powered Thrown Only (range of 20/60/200)
|Powered Thrown||Damage||Weight||Cost||1 Handed||2 Handed|
Energy Thrown Only (range of 20/60/200)
|Energy Thrown||Damage||Weight||Cost||1 Handed||2 Handed|
Projectile weapons are devices that launch something at the target using mechanical force. Some projectile weapons use the attacker’s strength as part of the effort while others use energy released from something stored in the weapon or ammunition.
Muscle powered projectiles (bows/slings) cost twice as much as a melee weapon of the same size category, but weight half as much. Muscle powered weapons require ammunition which has 1/10 the weight and cost of the weapon it is used in. Muscle powered projectiles gain a damage bonus for lifting skill like melee weapons. Muscle powered weapons have a range of 30/90/300. It takes 1 action to reload a muscle powered projectile.
|Muscle Projectile||Damage||Weight||Cost||1 Handed||2 Handed|
Tension powered projectile weapons (crossbows/spear guns) cost the same as a melee weapon of the same size category and weigh the same amount. Muscle powered weapons use ammunition which has 1/10 the cost and weight of the weapon. Tension powered weapons have a range of 35/105/350. It takes 2 actions to reload a muscle powered projectile.
|Tension Projectile||Damage||Weight||Cost||1 Handed||2 Handed|
Mechanically powered projectiles (guns) cost twenty times as much as melee weapons of the same category and weigh the same. Mechanically powered projectiles do 50% more damage than melee weapons of the same size and require ammunition with a weight and cost of 1/100 the weapon that fires them. Mechanically powered projectiles have a range of 40/120/400. Mechanically powered projectiles may fire multiple shots of ammunition in one round (up to 5 for a semi-automatic or 3 for other types).
|Mechanical Projectile||Damage||Weight||Cost||1 Handed||2 Handed|
Mechanically powered projectiles can be built as long range; increase cost and weight by 50% but increase range to 100/300/1,000.
Mechanically powered projectiles can be built to fire fully automatic which doubles cost and allows them to expend 10 shots of ammunition in one round. Alternatively rate of fire can be increased by adding extra barrels (add 50% weight, 100% base cost, and 5 to rate of fire per extra barrel).
Energy projectiles cost two hundred times as much melee weapons of the same size and do twice as much damage. Energy projectile weapons have a range of 60/180/600 and may fire up to five times per round.
Stunners: Energy projectile weapons may be designated as stun only at no extra cost or as stun/lethal switchable for double the list cost. Stunners do non-lethal damage.
|Energy Projectile||Damage||Weight||Cost||1 Handed||2 Handed|
Extended range energy projectiles have a range of 120/360/1,200 and increase weight and cost by 50%.
Damage is covered above, but type of damage must be Fire, Electricity, Cold, or Sonic for lethal energy weapons. Ammunition for energy weapons comes in the form of Light Energy Cells (1 lb and 40 credits for a cell with 200 damage capacity), Heavy Energy Cells (5 lb and 200 credits for 1,000 damage capacity) or Energy Backpacks (50 lb and 2,000 credits for 10,000 damage capacity). To determine the number of blasts a weapon can use take the energy of the cell and divide it by the damage of the weapon (a medium laser rifle does 16 damage, so it would get 12 shots from a light cell, 62 from a heavy cell, or 625 from a backpack). For energy melee weapons they use their damage rate in power per round they are active (a medium laser sword would run 12 rounds on a light cell). Energy cells may be recharged (takes 1 round per damage point used up if time is a factor).
Weapons of a character’s size or smaller have a chance of escaping notice (larger weapons never do, but can be built to be broke down into 2 parts each 1 size smaller for 50% extra cost). A weapon of the character’s size is Awareness 6 to spot, for every size smaller increase the difficulty by an additional 3 (a medium character with a small gun would be 9 to detect). Loose clothing increases the difficulty by 1, a thick jacket increases the difficulty by 2, and a long coat increases the difficulty by 3. A concealed carry holster (100 credits – must be specific to weapon) adds 2 to the difficulty and can be combined with clothing.
Weapons and Style:
Weapons are assumed to be generic style as it is rarely a concern, but in the case a character wants a more stylish weapon they are available (often denotes a reputed maker and/or decorative workmanship and rare materials). Like other fashionable items a Chic (club fashion) is x2 cost, a Professional (business fashion) is x3, and an Exotic (high fashion) is x5 cost.
Explosives and other specialty weapons are treated as magic items (usually wands) with the cost going 2/3 into the explosive/ammunition and 1/3 into the launcher/mechanism. A grenade is essentially a fireball, so 20 ft radius, 30 damage (at 5th level), Reflexes 12 for ½ damage, cost is as a single use item (750/50 × 2/3 × 3 × 5) = 150 Credits; a grenade launcher is then (750 × 1/3 × 3 × 5) = 3,750 Credits and has a max range of 600 ft (60/180/600). Some GM adjudication is still necessary, I call a grenade launcher a medium weapon (5 lb) and grenades tiny ammunition which can be thrown (1 lb, 10/30/100 thrown, does 4 bludgeon on a direct impact). Another GM call would be type changing (I allow grenades to be any energy type, piercing, or bludgeoning but not slashing, and allow stun grenades doing non-lethal as a different option to sleep gas grenades).
To add smoke grenades or sleep grenades I would recalculate using fog cloud or deep slumber and only alter the cost of the grenade, not the launcher: Smoke (2 × 3 × 2/3 × 750/50) = 60 credits and smoke will remain for 30 minutes if there’s no wind. Stun grenades only effects 10 ft radius, but is same cost as regular grenades (150) and save becomes fortitude 12 or sleep for 5 minutes.
A fire Extinguisher Grenade is the usual 150 credits with a 25 ft radius, it extinguishes any non-magic fire and dispels magic fires if casters arcane/religion is 11 or less (CL-5), and does 30 damage to fire type creatures (no save).