Tools to Date of the Hare Race
|
Weapon |
Cost |
Damage |
Critical |
Range Increment |
Weight |
Type |
|
Arc cannon |
11,000 |
60-360 |
X2 |
10 |
90 lb. |
Electrical |
|
Rounds, acid |
500 |
2d8 + 3 |
X2 |
100 ft. |
7 lb. |
Bludgeoning |
|
Rounds, armour puncher |
100 |
4d8 + 5 |
18-20/X4 |
100 ft. |
15 lb. |
Piercing |
|
Rounds, bleezer |
5,000 |
4d8 + 5 (+d8 + 40) |
17-20/X4 |
100 ft. |
15 lb. |
Piercing/ Slashing |
|
Rounds, capacitor |
75 |
2d8 (+3d8 electrical) |
X2 |
100 ft. |
7 lb. |
Bludgeoning |
|
Rounds, cold |
250 |
2d8 (+10d8 cold) |
X2 |
100 ft. |
7 lb. |
Bludgeoning |
|
Rounds, crash |
10,000 |
2d8 |
X2 |
100 ft. |
7 lb. |
Bludgeoning |
|
Rounds, exploding |
50 |
2d8 (+3d6 sonic) |
X3 |
100 ft. |
7 lb. |
Bludgeoning |
|
Rounds, flaming |
125 |
2d8 (+5d8 fire) |
X2 |
100 ft. |
7 lb. |
Bludgeoning |
|
Rounds, heavy |
35 |
4d8 + 5 |
19-20/X3 |
100 ft. |
15 lb. |
Bludgeoning |
|
Rounds, rubber |
2 |
2d8 subdual |
X2 |
100 ft. |
5 lb. |
Bludgeoning |
|
Rounds, standard |
10 |
2d8 |
X2 |
100 ft. |
7 lb. |
Bludgeoning |
|
Rounds, venomous |
100 |
2d8 + poison |
19-20/X2 |
100 ft. |
7 lb. |
Piercing |
Cost is per case of ten rounds
Arc Cannon
: Casing composed of ceramics and adamant the arc cannon is an oversized piece of equipment. Designed much like a gun, having a business end and a trigger, the arc cannon launches electrical bolts as opposed to more solid payloads. As with most energy based weapons this cannon requires an energy cell, in this case a type B (ranged energy). The arc cannon is a recent development of Avenger that builds upon several “borrowed” technologies. Just what the cannon was based on is not public knowledge, but suffice to say the rumours say it falls sort of the power of the original.Using a low powered laser to ionize the air between the cannon and the target the arc cannon ensures that the wielder need only make a ranged touch attack in order to strike his target. When triggered the cannon delivers a massive electrical pulse, the damage of which is dependant on how many charges were used. Each cell provides six charges, and anywhere from one to six charges may be used per shot. Each charge deals 60 points of electrical damage to one target with a Fort. save DC 15 +2 for each charge used for half. Should the save fail, a second Fort save DC 15 is made, failure results in the target being stunned for d4+1 rounds.
Hand-Cannon
Range: 100/200/300 Rate of Fire: 1/2 Weight: 10 lb Speed Factor: 9 Cost: 40 G
Of simple but reliable design, the hand-cannon is a weapon of history. With a plethora of ammunition to choose from, one’s opponents will not know what was fired until it hits them. Made to be durable from mithral, the arm length gun may be used to club opponents in hand-to-hand combat for d8 with a X2 critical. Note: Those specialized in the use of hand-cannons may reload them as a partial action.
History: While it is not known how long ago or who exactly engineered this weapon, he is remembered as Kannon. Hares have always been poor fighters, better suited to running. Unfortunately, some carnivores are even better at running, making easy prey of these otherwise defenceless creatures. With the development of this high powered, versatile and solid weapon, the hares were given a chance to strike back from a distance. While difficult to make before proper facilities were founded and properly defended, they were quite effective in driving away most predators when used in numbers. Now able to establish more permanent settlements, hares carved a place for themselves and have fought bitterly to keep it ever since. The ammunition used with this weapon has varied greatly over time, leading to an impressive selection at the present day. The name Kannon is associated with justice, fighting to keeps what’s yours as well as civilization. Kannon Weapons still sell this gun in its original form, along with all the ammunition that they have developed to present. Each shop is a small franchise owned by a professional skilled in crafting guns, ammunition and effecting gun repair. Kannon Weapons has a tradition of using a portion of the profits made in sales to pay for city maintenance, special events and the like. For these reasons, Kannon Weapons is a respected, trusted and well liked business, a reputation Kannon Weapons works hard to maintain.
Avenger Corporation Hand-Cannon
Range: 100/200/300 Rate of Fire: 2/2 Weight: 30 lb Speed Factor: 9 Cost: 500 G
Also known as Vindicator, this is Avenger Corporations version of the Kannon Weapon hand-cannon. Cast from high weight adamant and polished to an ebony sheen, Vindicator is the gun of choice of those who can afford it. If features a two chamber clip which allows it to be shot twice per round before a round must be spent to reload. The internal clip is circular, spinning with the recoil of the first shell to reload the chamber. From the outside, this can be seen as the AC trademark of Avenger Corporation spinning 360 degrees clockwise, back to its original position with an audible “click.” If used as a club in hand to hand this weapon deals d10 with a X2 critical. Note: Those specialized in the use of hand-cannon may reload them as a partial action
History: The company known as Avenger came to power almost over night. With a centralized leader, Venger, this company hired some of the worlds best minds and craftsmen, as well as other less savoury individuals, to develop new weaponry. The only focus is “more destructive”, regardless of cost or means of attaining it. The weapons produced, while being very effective, are dangerous and cruel ranging from acid to bone-shattering drills. This company donates far less than Kannon Weapons to city works, preferring to put profits into advertising and further research. Mr. Venger himself has never actually been seen, at least officially, and directs his company by radio, letters, messengers, etc. The success of Avenger has been growing rapidly as their products are more effective and compatible with those of Kannon although are far more expensive.
Acid Rounds (Hand-Cannon)
Weight: Case of 15, 7 lb Damage: 2d8+3 Cost: 500 G per case
A recent and still experiential round developed by the Avenger Corporation Heavy Arms Division. Within the thin shell is a highly reactive solid chemical and a complementary fluid, the mixing of which results in a highly corrosive thick fluid. Upon impact the slug bursts and the corrosive is introduced to the target, dealing 2d6 acid damage per round for d4+2 rounds before becoming inert.
While not the most damaging round available, the acid round is very useful on anything not normally flammable, such as metals or crystals. It is important to handle these slugs with care, as they have no protective features and accidental rupturing results in release of the caustic mix.
Armor Puncher Rounds (Hand-Cannon)
Weight: Case of 10, 15 lb Damage: 4d8+5 Cost: 100 G per case
Made of adamant as heavy rounds are, but shaped specifically to pierce though protection such as thick hide or armor plate. Cast in a mould then machined to a deadly point and packed with powerful powder, these rounds negate 5 points of AC as well as 15 points of damage resistance from armored targets before damage is applied. Armor puncher rounds were developed long ago by Kannon Weapons to help combat the various armoured beasts that prey upon hares.
Bleezer Rounds (Hand-Cannon)
Weight: Case of 15, 7 lb Damage: 4d8+5 (Drill action causes d8+40) Cost: Currently 9,000 G per case
A radical new design by the Heavy Weapons and Engineering divisions of Avenger Corporation, these rounds are made specifically to grind through heavy armor. Using a solid diamond drill head and a powerful but short lived engine, this nasty device is able to spin at tremendous speed. The idea is that the high speed drill will be forced by the power of a secondary propulsion system with sufficient force to drill a hole clean through the target. Against this round all armor made of material weaker than diamond are ignored making the target AC 10 modified by Dexterity, Dodging bonuses, etc. If the hit is successful and the drill does its work, the target will have a weak spot with no armor which may be exploited in any number of ways. If a called shot is made by someone specialized in the hand-cannon at a known vital spot on the target the victim must make a Fortitude saving throw. Failure results in the bleezer destroying the vital area which may result in death, depending on just what was lost. If the save is made, a critical hit for X4 drill damage is scored. The drill damage of bleezers are not subject to hardness or damage reduction.
It should be noted that bleezers can be used to drill holes in other objects as well. A bleezer has the endurance to bore though about one foot of metal, three feet of stone and eight feet of anything softer (wood, flesh, etc.).
Capacitor Rounds (Hand-Cannon)
Weight: Case of 10, 7 lb Damage: 2d8 Cost: 75 G per case
A fairly old but innovative round developed long ago by Kannon Weapons to deliver an electrical jolt. Within the slug is a potent dry chemical battery which transfers its charge to a capacitor on the head after firing. Upon impact the charge is transferred to the target dealing 3d8 points of electrical damage. A few decades ago refinements to the design lead the way to a second version. This more potent variety deals 5d8 electrical damage, but costs 200 G per case.
Cold Rounds (Hand-Cannon)
Weight: Case of 15, 7 lb Damage: 2d8 Cost: 250 G per case
Developed long ago by Kannon Weapons, these rounds become super-cooled by a set of reactions triggered by firing the shell. The fluid centre freezes the slug causing it to crack when it strikes. The freezing slug deals 10d8 cold damage after the initial 2d8, forcing saving throws for objects in the immediate area of impact.
As most chemically enhanced ammunition developed by Kannon, these rounds feature special internal design which reduce the chance of the round reacting before fired. If subjected to harm, the rounds make their saves mithral with a +5 bonus, if they fail the round discharges its contents causing 10d8 cold damage to anything in contact with it.
Crash Rounds (Hand-Cannon)
Weight: Case of 10, 7 lb Damage: 2d8 Cost: 10,000 G per case
Produced by the Special Weapons division of Avenger the crash rounds are designed for used against electronics. The highly advanced nucleus of these rounds generates a quick localized electromagnetic field powerful enough to deactivate electrical equipment. Crashers have been successfully tested on computers, power generators and electrical appliances. Such devices must make a DC 16 (DC 7 if shielded) check or immediately deactivate. Permanent damage redering the device unusable until repared occurs if the check is failed by 5 or more. Devices which are not active at the time they are exposed are not affected by the field, but they are damaged by the 2d8 impact. The field generated is powerful enough to affect living creatures as well. Induviduals struck by a crash round must make a fortitude check vs. DC 7 or become stunned for d4 rounds (they are still able to defend themselves but cannot fight effectively). Multiple hits in the same round are not cumulative, only the highest stun time is used (if struck next round, the new duration may replace the old if more).
Exploding Rounds (Hand-Cannon)
Weight: Case of 10, 7 lb Damage: 2d8 Cost: 50 G per case
Developed in the early years of Avenger Corporation by their Chemical Kinetics division, these are the standard issue for their personal. Using a simple but potent compound these slugs explode violently upon impact, dealing 3d6 sonic damage (Reflex DC 15 for half) to all within a 5 foot-radius. Any objects in that area which are susceptible to sonic damage are forced to make a saving throw to avoid breaking (DC 15). As there are no protective features in the design, it is important to handle exploding rounds with care as they are capable of going off without being fired.
Being on of the oldest forms of ammunition offered by Avenger Corporation they are fairly inexpensive. Since they are only marginally more expensive than heavy rounds they are used often by those who fight glings and other weak creatures. Fore these reasons they are also commonly used by enforcers on border patrol.
Flaming Rounds (Hand-Cannon)
Weight: Case of 15, 7 lb Damage: 2d8 Cost: 125 G per case
Recently developed by Kannon Weapons, these powerful rounds are fast becoming a favourite with many hares. Within a flaming round are volatile chemicals that mix soon after the slug us fired. When the round hits it erupts into searing flames, incinerating the target. The flames that occur after the impact deal 5d8 points of damage per round for d4+2 rounds before finally going out.
As is standard for chemical-based rounds, Kannon Weapons ensures safe handling of these rounds with the addition of protective layers. If forced to make a saving throw these rounds receive a +5 to their roll, failure indicating the interior has popped, and the round will begin to burn where it lies for the aforementioned 5d8 for d4+2 rounds.
Heavy Rounds (Hand-Cannon)
Weight: Case of 10, 15 lb Damage: 4d8+5 Cost: 35 G per case
If willing to pay and carry more, these rounds will serve better than standard rounds. Cast from heavy but deadly adamant, these rounds are polished to a stunning ebony mirror surface. They hit harder and more deeply than there lighter counterpart but sometimes that is necessary to take down a bigger target.
Rubber Rounds (Hand-Cannon)
Weight: Case of 10, 5 lb. Damage: 2d8 subdual Cost: 2 G per case
These rounds are used in situations where either the target is better subdued than killed or when collateral damage from use of metal rounds would be of concern. Rubber rounds are similar in most respects to normal rounds except that they deform upon impact, making them less lethal.
Easy to make and fairly cheep, rubber rounds are found used in many diverse situations, especially when firing in populated areas, as they are more forgivable should a bystander be struck. Unfortunately, these rounds are not very effective against opponents that are armoured.
Standard Rounds (Hand-Cannon)
Weight: Case of 10, 5 lb Damage: 2d8 Cost: 10 G per case
Cast from mithral, these are the most common rounds for the hand-cannon. There popularity is not in their power but their cost, as they are the cheapest rounds available. Strong but light, these rounds may be shot often without worry of wasting valuable ammunition, making them popular with the more trigger-happy individuals. There cost also makes them readily available in any weapon shop or corner store.
Venomous Rounds (Hand-Cannon)
Weight: Case of 10, 7 lb Damage: 2d8 Cost: 100 G per case
An old design by Kannon Weapons, these rounds are nothing more than a slug with an injection system used to administer poisons. They could be used to deliver any desired liquid to the targets system but poison is the most often used, and hence the name. Venomous rounds come filled with chemical waste which deals 1 Con Primary Damage and 2d6 Con Secondary Damage, DC 16. If the customer wants empty rounds he can fill himself they cost 90 G.
Code Name:
Bolt Red (Hand-Cannon)Weight: Case of 10, 15 lb Damage: 3d8 Cost: N/A
Newly proposed to Avenger Corporation, this round contains the latest battery, an ultra violet laser generator, a small powerful explosive and a special firing mechanism. When trigger is pulled, instead of firing the round, it causes it to discharge a small but high powered UV laser dealing 4d8 to the target. Immediately after it is exhausted the slug itself is shot into the wound caused by the laser and explodes. This small explosion inside the wound weakened by the laser deals 4d10 with a 20% change of doing double damage.
The price for this round has not yet been determined as it is still experimental. Once fully developed the Avenger board will convene to set a price.
Stun-gun
Range: 15 feet Rate of Fire: 1 Weight: 16 lb Speed Factor: 7 Cost: 650 G
A large and fairly heavy device that does not normally see much use. The idea behind its development was to provide a tool that could manage a variety of situations in which one did not want unnecessary casualties while still being able to manage crowd control or strike numerous targets. The result is a device capable of throwing a decent charge into the area before it, stunning its targets while dealing a moderate amount of very real harm.
Standard build is a slender five and a half foot casing marked with alternating black and yellow bands, easily distinguishing it from other well known conventional weapons at a glance. A liquid fuel cell powers the device which when triggered produces a semicircular (180 degrees) electrical burst up to fifteen feet in radius. All those caught in the blast that are susceptible to electricity and subdual damage must make a Constitution saving throw DC 15 plus real electrical damage done (5d8, reflex save for half) or be paralysed for 3d4+8 rounds.
The fuel cell is composed of an electrolyte fluid with a measure of bolt crystal as the main components, along with a handful of other materials for both facilitation and safety of the process. Each cell contains enough power to produce d4+4 discharges before being depleted. Each cell typically costs twenty to twenty-five wafers when openly available.
Stun-gun, Mini
Range: 10/20/30 Rate of Fire: 1 Weight: 2 lb Speed Factor: 4 Cost: 50 G
The mini stun gun fires a pair of diodes, which remain connected by thin wires to the gun. The diodes send a special pulse through the body of the target that causes a temporary disruption of the nervous system. A victim hit by a stun gun charge must roll a successful fortitude saving throw against DC 18 or be immobilized for 2d4+8 rounds. This weapon may critical threat range of 19-20, and on a critical hit the DC rises from 18 to 22.
It the attack misses the target, the diodes are automatically retracted into the weapon and can be fired again on the next round.
Stun-rod
Range: - Wight: 3 lb. Speed Factor: 4 Cost: 65 G
A metal and plastic rod three feet in length containing a power source and tipped with a crystalline capacitor. The charge of the capacitor is transferred to a target by touch, and is more powerful than standard weapons of the same sort. These are typically used by field-medics of the enforces as protection, as they are fairly light-weight than conventional weaponry.
Upon a successful melee touch attack the victim must make a successful fortitude saving throw against DC 22 or be immobilized for 3d4+5 rounds. Should the touch be a critical (range of 19-20) the DC rises to 25 and the time immobilized becomes 5d4+5 rounds.
Tazer
Range: - Wight: 1 lb. Speed Factor: 2 Cost: 5 G
The most basic electrical based stunning weapons, the tazer is composed of a pair of metallic diodes and a power source within a light-weight housing. A stunning electrical charge is administered by a melee touch attack, forcing the victim to make a fortitude save against DC 18 or be immobilized for 2d4+5 rounds.
This tool is part of the standard issue of enforcers, allowing them to subdue harmlessly when the need arises. Enforcers are not the only ones to have found a use for tazers, having been used by individuals who also wish to incapacitate rather than kill, but for entirely different reasons.
Grenade Launcher
Range: 30/60/90 Rate of Fire: 3 Weight: 30 lb Speed Factor: 2 Cost: 65 G
The grenade launcher can fire grenades of all sorts further and more accurately than they can be thrown by hand. The grenade launcher can hold up to nine grenades in a rotating cylinder. Reloading a cylinder takes three rounds, but exchanging an empty cylinder for a full one takes but one round.
High Explosive
Range: 10/20/30 Rate of Fire: 1 Weight: ½ lb. Speed Factor: 4 Cost: 10 G
High explosive grenades generate a powerful detonation dealing 6d6; enough to cause damage to structure if need be. Anyone within 20 feet of the grenade when it explodes suffers damage; a successful reflex saving throw against DC 15 reduces the damage by half. Like all grenades, high explosive grenades explode on the round after they are thrown.
Smoke
Range: 10/20/30 Rate of Fire: 1 Weight: ½ lb. Speed Factor: 4 Cost: 5 G
Smoke grenades are used to screen characters from ememy creatures, vehicles, and weapon emplacements. Smoke provides excellent cover from laser weapons as well. The grenade discharges a smoke screen in a 30-foot-diameter area of effect that obscures all vision beyond two feet. The smoke dissipates in 2d4+4 rounds.. Like all grenades, smoke grenades explode on the round after they are thrown.
Stun
Range: 10/20/30 Rate of Fire: 1 Weight: ½ lb. Speed Factor: 4 Cost: 50 G
Stun grenades create a concussive blast that disorients all creatures in a 20-foot radius of the detonation who fail a fortitude saving throw against DC 18. Those creatures are stunned, feeling dizzy and confused, for 1d4+1 rounds. Like all grenades, stun grenades explode on the round after they are thrown.
Chaff
Range: 10/20/30 Rate of Fire: 1 Weight: ½ lb. Speed Factor: 4 Cost: 35 G
Designed to combat homing and tracking abilities of certain weapons, chaff grenades put up a 10-foot radius cloud of small hot flakes of a reflective nature. These stay airborne for d4+1 rounds, confusing most targeting electronics. Note, these particles also protect those in the cloud from lasers and cause missiles to detonate as they hit the cloud. Like all grenades, chaff grenades explode on the round after they are thrown. Chaff may be able to block other projectiles and missiles as well (such as magic missiles).