Weaponry (Ricasa Supplement)

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It's always an interesting sight when a world transitions from one technology to the next, and never more so than when weaponry changes from steel and arrows to powder and shot. One such world is Ricasa, and the transition has produced some very interesting results.

Close-Quarters Weaponry[edit]

For the most part, the close-quarters gear that remains in use in Ricasa is rather straightforward melee equipment, and the SRD for weapons describes rather accurately what you can expect to find. However, there are some interesting homebrew melee weapons found only in use by official NPCs that deserve noting, as someone who offends the law a lot will likely encounter them.

Table: Ricasan Homebrew Melee Weapons
Weapon Damage Critical Damage Type Range Increment Size Weight Purchase DC Restriction
Dagger, Holdout 1d6 20/x3 Piercing Tiny 3 lb. 252
Quirosafe1 2d6/2d6 20/x3 Bludgeoning, Piercing Large 12 lb. 252
  1. See the description of this weapon for special rules. Double weapon.
  2. Weapon can only be sold to shops.

Holdout Dagger[edit]

This peculiar design originated in the Malanese Royal Guard, but has since spread to the Malanese Army and the Royal Guards of Opridenik and Lamelloth. If all else fails, a guard's last resort is this. Though it acts in much the same way as a punching dagger, this peculiar design (when looking down the blade from the point) resembles a triangle with dented-in sides. The corners have been sharpened to an edge each, which means far more damage is caused when the dagger penetrates.

Quirosafe[edit]

A true oddball weapon only found in the hands of the Kalantar High Guard, the quirosafe is, in principle, a simple quarterstaff. But the ends have been tipped by spiked sections, which add a degree of nastiness to the weapon. The quirosafe can be used as a double weapon, or one of the ends can be removed in a free action and used as a spiked club. Requires the Exotic Weapons Proficiency feat.

Ranged Weapons[edit]

In a surprisingly prolific move, powder and shot have stamped out archery among the Ricasan armies in only four years- except as sporting weapons, you won't find a single bow and arrow set left on the continent. Much of that is likely due to the intensely competitive nature of the only two groups known to produce such equipment: Bastion Defense Works and the Canadese Armaments Company. The only guns on the continent not made by BDW or CAC are those produced by Southlands Foundry, and were brought here by the Pirate King and his followers when they first landed. Such weapons are few and without common design, but often of slightly superior make than those of the Ricasans.

As a rule, BDW tends to focus more on pistols, while CAC is more rifle-focused. However, corresponding models of guns, such as comparing the Y-1 to the Z-1, tend to be so alike that it's really just a matter of preference and/or location as to what you buy- both brands tend to be cheaper if you're closer to the manufactory.

Handguns
Weapon Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Purchase DC Restriction
BDW H-9 Cannonade (.44 magnum) 2d8 20 Ballistic 40 ft. S 6 cyl. Medium 4 lb. 20 Res (+2)
BDW M-1 Equalizer (.357) 2d6 20 Ballistic 30 ft. Single 10 box Small 3 lb. 15 Lic (+1)
BDW M-3 Negotiator (.357) 2d6 20 Ballistic 40 ft. S 10 box Small 3 lb. 20 Lic (+1)
CAC P-1 Hothand (.306) 2d6 20 Ballistic 30 ft. Single 8 box Small 2 lb. 15 Lic (+1)
CAC P-4 Liberator (.306) 2d6 20 Ballistic 40 ft. S 10 box Small 3 lb. 20 Lic (+1)
CAC XP-9 Usurper (.306) 2d6 20 Ballistic 30 ft. A 20 box Small 3 lb. 30 Exp (+4)
Rifles and Stubguns (shotguns)
Weapon Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Purchase DC Restriction
BDW R-1 Sureshot (.306) 2d10 20 Ballistic 80 ft. Single 8 box Large 8 lb. 20 Res (+2)
CAC S-2 Dragonflame (.306) 2d10 20 Ballistic 80 ft. Single 8 box Large 8 lb. 20 Res (+2)
CAC K-1 Devastator (.444) 2d12 20 Ballistic 100 ft. Single 5 box Large 10 lb. 25 Mil (+3)
BDW XA-1 Commander (.306 assault rifle) 2d8 20 Ballistic 65 ft. S, A 20 box Large 8 lb. 30 Exp (+4)
BDW Y-1 Street Sweeper (12-gauge shotgun) 2d8 20 Ballistic 40 ft. S 8 int Large 9 lb. 20 Lic (+1)
CAC Z-1 Defender (12-gauge shotgun) 2d8 20 Ballistic 40 ft. S 8 int Large 9 lb. 20 Lic (+1)

Handguns[edit]

BDW H-9 Cannonade[edit]

The most powerful pistol on the entire continent, the Cannonade packs the punch of a rifle for a much smaller size. However, it's only a single-shot weapon (thusly slow), ammunition for it is expensive, and it only holds six shots.

BDW M-1 Equalizer[edit]

The first gun BDW ever made, and rightly famous for it. Though it is somewhat outdated now and is being phased out by the M-3, you're still far more likely to find an M-1 for sale, and cheaper, if for their numbers alone. Nevertheless it packs a good punch, has decent range, and the ten-shot clip makes it easier to keep up a steady stream of fire.

BDW M-3 Negotiator[edit]

The newest sidearm from BDW, launched somewhat quickly to gloss over the horrid failure of the M-2 and its structural defects. Despite any subtle intentions its launch may have had, the M-3 is definitely a choice sidearm- 10-round clip, a ten-foot range increase from the M-1, cheap ammunition, and semi-automatic fire make this a fine choice of a pistol.

P-1 Hothand[edit]

CAC's counter to the M-1, the Hothand as a pistol seems inferior at first glance. The ammunition, which it shares the use of with several rifles, is more expensive than the BDW's pistol-exclusive .357 shot. The clip only holds 8 rounds compared to the M-1's 10. And it's still a single-shot pistol. But don't judge it like that. On the range, the Hothand can match the M-1 shot for shot. Sharing the same ammo as a rifle means less to carry and less to buy. And, the reduced clip size makes it a full pound lighter.

P-4 Liberator[edit]

The Liberator is a fine- and much-needed- successor to the Hothand, which bombed two subsequent attempts before getting one that worked. The Lib's clip has been increased to 10 rounds, the range has been increased by ten feet, and semi-automatic fire is always better than single-shot. And, it still boasts the .306 rifle ammo, which can be shared for either gun. Just don't bankrupt yourself buying enough.

XP-9 Usurper[edit]

Rumors have sprung up lately of a pistol with an unprecedented firing rate- one which would completely eclipse everything on the market. It's also rumored that CAC is developing it. But that can't be true; CAC is a rifle company. And even if it were true, it's not going to be very easily accessible...

Rifles[edit]

BDW R-1 Sureshot[edit]

Though they may lead the game in pistol warfare, when it comes to rifles it's BDW that's playing catch-up ball. The legendary (and archaic) S-1 Dragoneye rifle went unchallenged for five years, and only after the S-2 was released did the BDW decide it was time to join in. Nevertheless, the Sureshot is a fine rifle, able to match the S-2 exactly on a range. And for a catch-up rifle, it still packs a wallop.

CAC S-2 Dragonflame[edit]

The S-2 Dragonflame is successor to the S-1 through virtue of its name only: it resembles to no degree the older, bulkier weapon. The S-2 is a pared-down, sleek-looking rifle, and one of a few things in which CAC can truly claim dominance. Pinpoint-accurate up to 80 feet, with an 8-round magazine and a heavy punch, the S-2 is a sharpshooter's tool, pure and simple.

CAC K-1 Devastator[edit]

The Devastator is a design that is barely a year old, and it definitely lives up to its name. Firing the heaviest ammunition in all of Ricasa- hot-loaded .444 rounds- the K-1 can easily remove a man's head with a hit to the face, and it has the range to do so with discretion. If you see someone with one of these, before you check if they're a friend or a foe, first check to make sure that they can't see you.

BDW XA-1 Commander[edit]

Surely such a thing is just a rumor. A gun with twice the capacity of any existing weapon, the weight and range of a rifle, the punch of a shotgun, and the firing speed of a pistol- or more? Such a thing can't exist. But should you come across one somewhere, it's almost a given that CAC would pay heavily to get a look at it. Or maybe you should keep it- consider what it is, after all, and isn't it always finders keepers?

Shotguns[edit]

BDW Y-1 Street Sweeper/CAC Z-1 Defender[edit]

Truth to tell, there's no real evidence beyond cosmetic details that the Street Sweeper and the Defender weren't made from the same set of blueprints. Industrial espionage is a byword for both BDW and CAC. Nonetheless, if you want to really rearrange the look of something that comes within the range of these bad boys, get one. Only the Cannonade can compare for damage in that range, and both the Y-1 and Z-1 have more rounds per magazine and are easier to obtain.

Other Weaponry[edit]

And then there's a few which don't really fall into any category.

Table: Other Weaponry
Weapon Damage Critical Damage Type Burst Radius Reflex DC Range Increment Size Weight Purchase DC Restriction
Dynamite 2d6 Concussion 5 ft. 15 10 ft. Tiny 1 lb. 12 Lic (+1)
Snap-Orb 2d8 Elemental 5-15 ft. for 5-15 seconds2 20 - Small 2 lb. 20 Res (+2)
Flask of Prometha 2d6 201 Fire 5 ft. 15 10 ft. Tiny 1 lb. 6 Lic (+1)
  1. Threat range applies to direct hits only,; splash damage does not threaten a critical hit.
  2. The orb's power is limited: the bigger the effect radius, the shorter it lasts. Example: 5 ft. for 15 seconds or 15 ft. for 5 seconds.

Dynamite[edit]

Up until recently, attempts to use the blast powder found in firearm cartridges on a large and destructive scale had been spectacularly unsuccessful. But recently, a combined team of BDW and CAC scientists discovered a way to stablilize and increase the abilities of blast powder to heavy levels. Though no formula has yet been released, a product has, in sparing amounts: dynamite. This immensely stable substance, shaped into short sticks for easy use, has proven incredibly useful. A thousand uses for the new material have already been thought up, from mining to building demolition to road construction, and more are likely to be discovered.

Snap-Orb[edit]

These little treasures have been around since shortly after the creation of the Arcane Point Academy, and the Order likes to use them when a delayed spell won't cut it. A snap-orb is a glass ball a foot in diameter with a two-inch red discoloration somewhere on it, and contained within it is a raw dose of one of the more damaging elemental powers- fire, ice, lightning, or acid. When placed and braced properly (with the red dot pointing downwards), the Orb activates a personal permanent Invisibility field. Setting it is performed simply by placing the orb where you want your dose of power, then retreating to a safe distance and using a specially tuned televocal to speak a preset word of command. The orb then erupts in a 5-15 foot spherical array of its particular element (sphere size depends on how long you want it to cast for), and anything caught in the blast radius has to pull a DC 20 Reflex save each round they are caught in the radius or get hit with 2d8 worth of damage. Pulling the save reduces the damage to 2d4 but does not remove it.

The usefulness of such an object is obvious: a good enough televocal can contact another from anywhere on the plane, meaning that if the invisibility field is activated first, a snap-orb could be placed and then detonated months later from hundreds of miles away, without anyone noticing it prior. It is the ultimate stealth device- too bad only the Order knows how to properly make and calibrate these things.

Flask of Prometha[edit]

Ricasan lamps mostly run on substitute oils nowadays, and though the flame is dimmer, everyone prefers it that way. Why? Because the oil that was designed for the job has proven to be one of the most dangerous substances ever discovered.

Prometha, as it is technically known, produces a very interesting reaction when it comes into contact with water- it bursts into uncontrollable flame. Even the tiniest drop of water is sufficient to set off the stuff, right up to the inherent humidity and water vapor of the atmosphere, and as can be guessed, that proved very dangerous indeed. The only application that prometha has found any use in, in fact, is in war. A single flask of prometha, when shattered, can coat a four foot square area in flames almost instantly. It burns very hot, causing 2d6 worth of damage every turn that some poor sap is caught in it. In addition, due to the latent humidity of the air around the continent, the stuff is almost impossible to extinguish, requiring an above-normal DC throw to remove (20). It's not dared to keep a larger proportion in one place, however, and so the role prometha seems doomed to play is one of hand-held incendiary attacks. But it's extremely good at its job.

Prometha can be "stabilized" by mixing it with mercury, which neutralizes the water-ignition effect and transforms it, basically, into normal lamp oil. The process is extremely dangerous, expensive, and requires specialized equipment, so it may be best in the long run just to purchase regular oil and get on with it. Also, putting a solid block of the substance (requires being frozen, which can only be accomplished through the aid of magic) in a plating chamber and operating the device will give the plated weapon the Flametouched effect.

One extremely odd attribute of prometha is that of its reaction with wood. Normally, it just sets the stuff afire. But when wood is properly treated with a mixed combination of prometha, mercury, and an acidic compound (such as vinegar), it becomes not only waterproof, but fireproof as well. Though the process is highly dangerous due to the toxicity and instability of the ingredients, it has become highly valued in making warships and fortifications, both of which tend to come into contact with fire on an unhealthy basis.



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