Weapons
Eradonis is a place of conflict, and when conflict of ideas fails the only recourse is battle. Our vast assortment of weapons and weapon types offer ass beating solutions of all kinds.
Weapons
Eradonis is a place of conflict, and when conflict of ideas fails the only recourse is battle. Our vast assortment of weapons and weapon types offer ass beating solutions of all kinds.
Pistol/SMGs
Get Extra Attack
Reload: Bonus Action,
Range: Pistol 5-50ft, SMG 5-30ft
Melee: 5 Phy Dam
Throw Limit: 20
Shotgun
Reload: Main Action
Range: Small Cone
Shotgun Melee: 8 Phy Dam
Throw Limit: 25
Long Arms
Reload: Main Action + Bonus Action
Range: Singleshot: 15-100ft, Burst: 10-50ft
Gun Melee: 8 phy dam, requires 8 STR
Throw Limit: 25
Heavy Arms
Reload: 1 Main and Bonus Action
Range: LMG/HMG: 10-50ft
Range: Minigun AOE: 50ft long, 5ft wide
Gun Melee: 15 Dam, requires 15 STR
Throw Limit: 35
Explosives
Ranges of explosives are 15 ft^2 with the target being the center tile unless stated otherwise
Heavy: Items with Heavy have a STR requirement to use properly.
Generally, it's this:
-1 Mnvr, -1 chance to hit if STR = 7
-2 Mnvr, -2 chance to hit if STR = 6
-3 Mnvr, -3 chance to hit if STR = 5
-5 Mnvr, -4 chance to hit if STR = 4
Cannot use if Strength = 3
Heavy+X moves this STR requirement up by
Although some Heavy Arms have steeper requirements and perks from Heavy Arms can lower the requirements
Melee Weapons and Brawling
Range is adjacent unless stated otherwise. Get Opportunity attacks against adjacent enemies.
1H Melee and Brawling gets Extra Attack
Throw Limit: 1h Melee: 10 2h Melee: 18
Note: Many melee weapons can be attached to the end of your gun by using a Multi-Tool and passing an Arms Tech check replacing the damage of your gun melee with the attached melee weapons.
Publicly Traded Weapons
Common
Sold and made by many people throughout Eradonis
Unarmed 0 Vex
Physical Dam: Blunt Modifier
Brawling, Blunt
Description: Nothing but your bare hands.
Rock (Novice) 0 Vex
Physical Dam: 4
Brawling, Blunt
Description: Get attuned with your ancestors by busting in someone's skull with a rock. CLASSIC!
Brass Knuckles (Journeyman) 20 Vex
Physical Dam: 8
Brawling, Blunt
Description: Standard brass knuckles. You know what these are. Whether you're
a gang enforcer or a backstreet brawler these babies will come in handy.
Spiked Brass Knuckles (Journeyman) 25 Vex
Physical Dam: 8, Pierce Dam: 2, Pierce Chance: 15
Brawling, Blade
Description: Want your punches to be a bit more deadly? Bladed knucks are the way to go.
Metal Pipe (Novice) 5 Vex
Physical Dam: 8
1H, Melee, Blunt
Description: A regular metal pipe, good for plumbing…
or bashing someone's head in.
Big Ass Metal Pipe (Novice Two Handed) 10 Vex
Physical Dam: 12
2H, Melee, Blunt
Description: A large metal pipe, the club for
modern caveman.
Broken Bottle (Novice) 0 Vex
Physical Dam: 6, Pierce Dam: 2, Pierce Chance: 8
1H, Melee, Makeshift
Description: In a bar fight, but you can't punch for shit? Forgot your knife? Simply find the nearest broken bottle and you've now got yourself a
makeshift slashing weapon.
Meat Cleaver (Novice) 5 Vex
Physical Dam: 4, Pierce Dam: 2, Pierce Chance: 10
1H, Melee, Blade
Description: A basic meat cleaver used by chefs
and butchers. Hack, whack, choppin’ that meat.
Kitchen Knife (Novice) 5 Vex
Physical Dam: 4, Pierce Dam: 3, Pierce Chance: 8
1H, Melee, Blade
Description: A standard kitchen knife, great for cutting sandwiches.
Stiletto Shoes (Novice) 25 Vex
Physical Dam: 4, Pierce Dam: 3, Pierce Chance: 8
1H, Melee, Blade
Shiv (Novice) 8 Vex
Physical Dam: 5, Pierce Dam: 4, Pierce Chance: 8
1H, Melee, Blade, Makeshift
Description: A makeshift knife that's a favorite
of prisoners, slaves, and the poor.
Survival Knife (Journeyman) 15 Vex
Physical Dam: 8, Pierce Dam: 4, Pierce Chance: 15
1H, Melee, Blade
Description: A standard mass produced steel knife sold at most retailers.
A useful tool and a decent defense.
Pickaxe (Novice) 15 Vex
Physical Dam: 10
2H, Melee
Description: Some designs never go out of style. The standard pickaxe is still being used in some mines ran by Sighdonness, Marlax, and smaller frontier mining companies.
Makeshift Pistol (Novice) 8 Vex
Physical Dam: 8
Clip Size: 10, Ammo: 9mm Lead Bullets
Small Arms, Makeshift
Description: A pistol thrown together with parts from many different things. It doesn't really look like it should work, but by Gurnn it fires.
Makeshift Smg (Novice) 10 Vex
Physical Dam: 6
3-Burst
Clip Size: 12, Ammo: .22 cal Lead Bullets
Small Arms, Makeshift
Description: A small machine gun made from assorted spare parts. It rattles like crazy when you shoot it and every now and then a piece falls off.
Makeshift Shotgun (Novice) 20 Vex
Physical Dam: 6
Clip Size: 4, Ammo: Steel Shot Shells
Small Arms, Makeshift
Description: A boomstick made in someone's basement who really had no business doing so. This thing feels like it could explode with every shot or at least fall to pieces.
Makeshift Rifle (Novice) 20 Vex
Physical Dam: 14
Singleshot or 6 Burst (disadvantage)
Clip Size: 6, Ammo: 5.56 Lead
Long Arms, Makeshift
Description: A rifle pieced together from mechanical scrap and parts of an old automatic revolver. The rifle is an automatic revolver with a makeshift stock and lengthened barrel. When the trigger is pulled it quickly fires all 6 shots almost like a gatling gun. Whoever put this piece of work together had to have been a madman.
Makeshift Gatling Gun (Novice) 50 Vex
Phy Dam: 6
3 Burst - 6 burst - 8 Burst - 10 burst
Clip Size: 30, Ammo Type: 5mm Lead Bullets
Heavy Arms, Makeshift, Windup
Description: While this design hasn't really been practical since the invention of machine guns. Building a big ass LMG by hand is quite a task. A much easier thing to put together in your frontier shack is a classic gatling. This baby can fire nearly 2 shots a second once it's been winded up to full speed. But the crank and spinning barrel creak and groan as it fires.
Molotov (Novice) 8 Vex
Heat Dam: 20, Ignite Rate: 10
Throwing
Description: Gasoline, Bottle, Rag, Fire, Throw!
Jury Rigged Grenade (Novice) 10 Vex
Phy Dam: 15, Heat Dam: 10, Ignite Rate: 8
Diameter: 15ft
Throwing
Do an Arms Tech roll when using this grenade if you get <20 but >15 the explosive will just not go off. If you get <15 the explosive will explode before you throw it.
Description: A handmade grenade put together with the precision of a geriatric cat. This thing is just as likely to explode in your hand or not explode at all.
Bolter (Journeyman) 100 Vex
Physical Dam: 14, Electrical Dam (if struck by lightning): 50
Clip: 1, Ammo: Aluminum Bolts
Long Arms
Description: A rifle developed by Ariex criminals that shoots aluminum bolts that act as lighting rods. These are only as useful as a crossbow during clear weather, but used during a thunderstorm (often in tandem with the Ariex storm generator see Tech) the Boltor is a formidable weapon that will cause those hit by it or merely near it to be struck by lightning
Dart Pistol (Journeyman) 70 Vex
Phy: 1
Clip: 1, Ammo: Darts
Darts can be filled with drugs or poison.
Small Arms
Dart Rifle (Journeyman) 100 Vex
Phy: 1
Cip: 1, Ammo: Darts
Darts can be filled with drugs or poison.
Long Arms
Tracker Launcher (Journeyman) 70 Vex
Clip: 1
Ammo:
See / Basic Tech / Mag-lock tracking tag
Description: A small pistol that launches
Mag-lock
Small Arms
Frag Grenade (Journeyman) 80 Vex
Phy Dam: 25, AoE: 15ft^2
Tactical Explosive (Expert) 200 Vex
Phy Dam: 40, AoE: 15ft^2
Black Ops Explosive (Master) 500 Vex
Phy Dam: 60, AoE: 15ft^2
Antimatter Grenade (Mancer)
Cannot be bought. Can only be obtained from Entropy’s Visage
Completely destroys all matter in a
25ft^2 AoE
Flash Bang (Journeyman) 50 Vex
Stuns, Stun Rate: 20
Concussion Grenade (Expert) 160 Vex
Stuns, Stun Rate: 30
EMP (Expert) 800 Vex
Makes all tech within a 25ft^2 AoE deactivate and lose all charge
Through The Stars
Flamethrower 150 Vex
Propane (Jrny): Heat Dam: 20 Ignite Rate: 15
Gasoline(Expert): Heat Dam: 25 Ignite Rate: 20
Napalm (Master): Heat Dam: 35 Ignite Rate: 30
Dilene (Mancer): Heat Dam: 50 Ignite Rate: 40
Range: Med Cone Clip Size: 10
Heavy Arms
Roll 1d10 with 8, 9, and 10 being successful to light the spaces on fire. For 3 turns
Description: A heavy flamethrower with a tank placed on your back. It sprays flames over a medium area. Can use many different types of flammable liquids or gasses as fuel. The weakest of these is propane gas, then gasoline, then white phosphorus napalm, the hottest of these is Dicyanoacetylene or “Dilene” for short burning at a bright blue or white flame. Developed by various small outer Hegemony and frontier space.
Assault Torch 125 Vex
Propane (Jrny): Heat Dam: 10 Ignite Rate: 15
Gasoline (Expert): Heat Dam: 15 Ignite Rate: 20
Napalm (Master): Heat Dam: 20 Ignite Rate: 30
Dilene (Mancer): Heat Dam: 25 Ignite Rate: 40
Range: Small Cone. Clip Size: 3
Long Arms
Description: A handheld rifle shaped Flamethrower. That sprays a smaller stream of flame, it is much more portable than a standard flamethrower.
Roll 1d10 with 8, 9, and 10 being successful to light a space on fire for three turns
Blow Torch 80 Vex
Propane: Heat Dam: 8 Ignite Rate: 8
Gasoline: Heat Dam: 10 Ignite Rate: 12
Clip Size: 3
Small Arms
Roll 1d10 with 8, 9, and 10 being successful to light a space on fire.
Description: A small torch made for welding that can be used as a makeshift weapon.
Loading Assist Exoskeleton (Journeyman) 200 Vex
Physical Dam: 8
Brawling, Blunt, +4 Strength, -3 Mnvr
Description: An Exoskeleton used to help lift heavy objects. But that extra power comes at the cost of speed.
This has become a go-to for pioneers and colonists using them for building structures, moving large cargo, and even defending against thugs.
Mining Assist Exoskeleton (Expert) 300 Vex
Physical Dam: 14
Brawling, Blunt, +4 Strength, -3 Mnvr
Description: Most reputable mining operations on the frontier use these. In tandem with the
Industrial Pick to mine large amounts of heavy and dense minerals, as well as move them around.
Industrial Pick (Journeyman) 200 Vex
Physical: 8
3 Burst
Clip: 3, Charge Cost: 5
Stun Chance: 25
2H, Heavy+1, Melee
Description: An electric powered pickaxe that operates similarly to a jackhammer. It is held similarly to a minigun. Used by most reputable mining companies on the frontier in tandem with the Mining Assist Exoskeleton.
Pocket Mining Laser (Novice) 50 Vex
Energy Dam: 4
Clip Size: 1, Charge Cost: 1
Small Arms
Description: The Pocket mining laser is a personal use item that is sold as a consumer good. Many aspiring adventurers and pioneers like to carry one with them in case they find rare minerals or gemstones. Although many companies also use them for mining in very tight areas
Handheld Mining Laser (Novice) 75 Vex
Energy Dam: 8
Clip Size: 1, Charge Cost: 2
Long Arms
Description: Mining lasers are essential to any good mining company's operation. Offering precision cutting and ease of use for the workers. The TTS handheld mining laser offers a rifle shaped mining laser that is very portable.
Heavy Mining Laser (Novice) 125 Vex
Energy Dam: 15
Clip Size: 1, Charge Cost: 3
Heavy Arms
Description: Used by many mining companies for cutting off large chunks of minerals in less confined spaces, this laser can also pack a decent punch in a fight
Mining Explosives (Journeyman) 80 Vex
Physical Dam: 15
Heat Dam: 25, Ignition Rate: 12
Explosive
Description: Used in mass by many mining companies to blow open new tunnels to explore and mines.
Wells Laser LLC (Journeyman)
Wells Laser weapons are white with a somewhat thin polymer shell containing all the electrical parts needed for their functioning. They all have charging ports near their grips.
Wells Laser Pistol (Journeyman) 125 Vex
Energy Dam: 10
Clip Size: 15, Charge Use: 3
Small Arm
Description: A small white laser pistol that shoots a
small red laser. It has a somewhat thin polymer shell
and the charging plugin is in the bottom of the grip
where a mag would usually go in a ballistic pistol.
Wells Laser Rifle (Journeyman) 200 Vex
Energy Dam: 20
Clip Size: 5, Charge Use: 3
Long Arm
Description: A laser assault rifle that fires a blue laser.
The rifle doesn't shoot a sustained laser to avoid overheating.
There are also vents along each side of the barrel to keep its
internals cooled.
Wells Laser Sniper (Journeyman) 300 Vex
Energy Dam: 20
Clip Size: 5, Charge Use: 3
Long Arm, +3 chance to hit at 50ft+
Description: An ultra precise version of the Wells Laser
Rifle outfitted with a laser focusing lense and
upgraded emitter. As well as a very precise scope
made from Hardlight.
Wells Laser Cannon (Journeyman) 300 Vex
Energy Dam: 30
Clip Size: 1, Charge Use: 10
Heavy Arms+1
Description: A heavy shoulder mounted laser cannon that uses a frequency doubling crystal lens to shoot a large green laser. This Cannon is made of a slightly thicker polymer than the Wells other guns.
Potential Electric (Journeyman-Master)
Power company that sells the Kinetic line of laser weapons.
Hand Blaster (Expert) 400 Vex
Energy/Cryo/Heat Dam: 14
Ignite/Freeze Rate: 25
Clip Size: 20, Charge Cost: 10
Brawling
Description: A very short range energy blaster. It's a small circle that sits in the palms of your hands. It can also be modified to shoot fire or cryo.
Kinetic Laser Pistol (Expert) 350 Vex
Energy Dam: 20
Clip Size: 25, Charge Cost: 12
Small Arm
Description: A laser pistol with a sleek silver handle and red
barrel. It's made from quality, durable, polymer. It fires a
purple laser beam that can cut through most ceramic
armors.
Kinetic Laser Rifle (Expert) 460 Vex
Energy Dam: 30
Clip Size: 20, Charge Cost: 15
Long Arm
Description: A laser rifle with a silver receiver and barrel and a red stock and
grip. It shoots a purple laser that is high powered and precise. Making it
excellent for long range engagements.
Kinetic Laser Cannon (Expert) 600 Vex
Energy: 45
Clip Size: 1, Charge Cost: 10
Heavy+4
Description: Kinetics Laser Cannon shoots an extremely powerful large diameter purple laser beam that can take down enemy air and spacecraft with ease and precision. It was originally designed as a turret mounted Anti-Air or spacecraft weapon, but quickly saw itself being used as an anti-tank weapon, mounted on ground vehicles or even carried by extremely strong soldiers or soldiers in exoskeletons.
Berkowitz (Journeyman-Expert)
Mk 1 Elacter Weapons are Journeyman
Mk 2 Elacter Weapons are Expert
Elacter Pistol Mk1: 250 Vex Mk2: 400 Vex
Electric Dam: Mk1: 8 Mk2: 15
Clip: Mk1: 6, Mk2: 10, Charge Use: Mk1: 5, Mk2: 8
Small Arm
Description: A shield disruptor pistol that shoots a short
range arc of electricity, made to stun people or fry combat
robots in close range engagements.
Elacter Rifle Mk1: 300 Vex Mk2: 500 Vex
Electric Dam: Mk1: 18 Mk2: 20
Clip: Mk1: 3, Mk2: 6, Charge Use: Mk1: 5 Mk2: 8
Long Arm
A shield disruptor rifle that shoots a long range arc of electricity, made to stun people or fry robots.
Elacter Rod Mk1: 150 Vex Mk2: 250 Vex
Electric Dam: Mk1: 8 Mk2: 15
Charge Cost: 5, Lasts 1 hour
Melee, 1H, Blunt
Description: Is used as a stun baton or a last
resort defense against robots.
Elacter Cannon Mk1: 350 Vex Mk2: 700 Vex
Electric Dam: Mk1: 28 Mk2: 35
Clip: 1, Charge Use: 10
Heavy Arm
Description:
A heavy shoulder mounted shield disruptor cannon that shoots a long range arc of electricity, made to fry large robots, vehicles, or Aircraft. Its design is sleek and rounded. At the end of its barrel is a steel dish with a stem coming out from the center (looking quite similar to a radar dish). The stem is copper and where the electricity shoots from.
Elacter Knuckles Mk1: 150 Vex Mk2: 250 Vex
Electric Dam: Mk1: 6 Mk2: 10
Charge Cost 5, Lasts 8 hours
Brawling, Blunt
Description: Probably both the most niche and most controversial weapon sold by Berkowitz. The Electer Knuckles look almost as if someones carrying around EKG paddles to restart someone's heart. But these electrified knuckles are better at stopping hearts than starting them. Used widely in Street Fighting and boxing Leagues that pit combatants against robots.
Sighdonness Industries (Novice-Journeyman)
Weapons made from cheap metals and polymer and put together by Cir'ik in a sweatshop.
Sidepiece (Novice - Pistol) 75 Vex
Phy Dam: 8
Clip Size: 20, Ammo: 9mm lead
Small Arms, Makeshift
Description: A small semi-auto pistol with a drum mag. Due to its poor engineering and shoddy craftsmanship it may fall apart on you. Good for people who need a pistol on a budget.
Sidepiece Mk2 (Journeyman - Pistol) 120 Vex
Phy Dam: 14
Clip Size: 25, Ammo: 5.56 lead
Small Arm
Description: Upgraded Sidepiece with an even larger mag, and being
built to fire 5.56 rounds for a bigger punch.
Mainstay (Novice - Rifle) 100 Vex
Phy Dam: 6
3-Burst, Clip Size: 25, Ammo: .22 cal lead bullets
Small Arm, Extra Attack with disadvantage
Description: A very fast firing assault rifle. Due to its
shoddy craftsmanship and poor design though it may fall
apart and packs a hell of a kick.
Mainstay Mk2(Journeyman - Rifle) 200 Vex
Phy Dam: 6
3-burst or 8-burst
Clip Size: 40, Ammo: .22 cal lead
Long Arm, Makeshift, Extra Attack with disadvantage
Description: Upgraded version of the S61 that has an even faster fire rate.
All-Out (Novice - LMG) 200 Vex
Phy Dam: 14
6-Burst
Clip Size: 40, Ammo: 5.56 lead
Heavy+2 Arm, Makeshift
Leadsprayer (Journeyman - Minigun)
400 Vex
Phy Dam: 6
Shots: 1D6
Clip Size: 50, Ammo: 5mm lead
Heavy+1 Arm, Makeshift
All-Out Mk2 (Journeyman - HMG) 400 Vex
Phy Dam: 18
8 Burst
Clip Size: 24, Ammo: .50 cal lead
Heavy+3 Arm, Makeshift
Civil Defense (Novice-Expert)
Commercial weapons for self defense and defense of your neighborhood.
Mk1: Novice, Mk2: Journeyman, Mk3: Expert
Daily Defender (Novice - SMG) 100 Vex
Phy Dam: 8
3 Burst
Clip Size: 9, Ammo: 9mm lead Bullets
Small Arm
Description: Top loaded bullpup SMG. Packs a
hell of a kick spraying a deadly barrage of small bullets. Great
for defeating enemies at close range without needing high
accuracy.
Daily Defender Mk2 (Journeyman - SMG) 200 Vex
Phy Dam: 8
5 Burst
Clip Size: 20, Ammo: 9mm lead Bullets
Holo-Sight: Advantage at 25ft or less.
Small Arm
Description: Upgraded version of the Daily Defender with a higher fire
rate and a Holo-Sight.
Homestead Howdy (Journeyman - Pistol) 125 Vex
Phy Dam: 14
Clip Size: 6, Ammo: 5.56 lead Bullets
Small Arm, Snapshot (allows you to shoot at disadvantage as a bonus action).
Description: You've yee’d your last haw. The Homestead Howdy is a civilian hand cannon. A revolver for the urban cowboy.
Creature Sweeper (Shotgun)
Mk1 90 Vex, Mk2 150 Vex
Phy Dam: Mk1: 6, Mk2: 10
Clip Size: 4,
Ammo: Mk1: Steel Shells Mk2: Lead Shells
Small Arms
Description: A shotgun made for dealing with pests. Creatures on alien
worlds can be quite formidable and dangerous so having a good boomstick
handy to keep them at bay is a must for any frontiersman or space
adventurer.
Neighborhood Watcher (Novice - Rifle) 150 Vex
Phy Dam: 14
Singleshot,
3-Burst -1 per shot
Clip Size: 12, Ammo: 5.56 lead
Long Arm
Description: A modest all rounder. A rifle that doesn't pack a huge punch, but
is decent at medium to long range. These are often sold to colonies and small
frontier towns as a good protection against Ryther attacks.
Neighborhood Watcher Mk2 (Journeyman- Rifle) 275 Vex
Phy Dam: 14
Singleshot, 3-Burst
Clip Size: 21, Ammo: 5.56 lead
Long Arm
Description: An upgraded Neighborhood Watcher with an extended clip and
recoil dampening stock.
Bully Beater Mk1 50 Vex, Mk2 100 Vex, Mk3 180 Vex
Phy Dam: 8, Mk2: +2 to hit chance,
Mk3: +2 to hit chance, adv on stunning attack
1H, Melee, Blunt
Description: A Baton made for personal use against attackers. Many
small frontier towns sport these batons as standard issue police or security
weapons.
Trill Tech (Novice-Expert)
Mark 1 Trill Tech weapons are novice ranked and have been around for a long time. They are now most commonly seen being used in Harthen's Spur by smaller factions trying to fend off Rythers and the Marlax.
Mark 2 weapons are Journeyman ranked. They are sold to independent militaries in the Spur as well as larger Merc organizations
Mark 3 weapons are expert ranked. They are sold exclusively to the Coalition Nations and used in their militaries. As such The Frontiersman Union will also be found often using these weapons.
TT Baton Mk1 80 Vex, Mk2 120 Vex, Mk3 200 Vex
Mk1: Steel, Mk2: Jorkite, Mk3: Tungsten
Phy: Mk1: 8, Mk2: 14 Mk3: 24
1H, Melee, Blunt
Description: A metal bar with a handle and a thick orange plastic
coating with the name Trill Tech painted on the side.
TT Pocket Knife (Novice) 40 Vex
Phy: 8, Pierce Dam: 2, Pierce Chance: 8
1H, Melee, Blade
Description: Small pocket knife to use for personal protection
or as a handy tool.
TT Combat Knife (Journeyman) 75 Vex
Phy: 8, Pierce Dam: 4, Pierce Chance: 15
1H, Melee, Blade
Description: A quality combat knife with an 8 x 3 inch blade.
Revolutionaries Knife (Expert) 150 Vex
Phy: 16, Pierce Dam: 6, Pierce Chance: 20
1H, Melee, Blade
Description: Similar to the Trill Tech Combat Knife but nearly
twice the size. This massive knife is nearly a machete and can
hack enemies to pieces.
Tungsten Knuckles (Expert) 500 Vex
Physical Dam: 24
Heavy, Brawling, Blunt, Heavy, Adv on stunning attacks
Description: Only real tough sons a bitches can wield these bad boys. Big, heavy, dense tungsten knuckles. They’re built with suspension and cushioning to keep you from destroying your knuckles with every punch.
Spiked Tungsten Knuckles (Expert) 600 Vex
Physical Dam: 24
Pierce Dam: 5, Pierce Chance: 30
Brawling, Blade, Heavy
Description: An even more deadly version of the Tungsten Knuckles.
TT Revolver (Novice - Pistol) 80 Vex
Phy Dam: 14
Clip Size: 6, Ammo: 5.56 lead Bullets
Small Arm
Description: The Trill Tech Revolver is an auto-revolver that is meant for civilian use. Slightly smaller and more consumer friendly than Civ Def’s Homestead Howdy revolver.
TT Pistol (Journeyman - Pistol) 120 Vex
Phy Dam: 14
Clip Size: 10, Ammo: 5.56 lead Bullets
Holo-Sight: +3 hit chance at 25ft or less, Small Arm
Description: A consumer grade semi-auto pistol made from decent polymer and metals.
While nothing special, the Trill Tech Pistol is a reliable classic of the frontier.
Revolutionaries Hand Cannon (Expert) 250 Vex
Phy Dam: 30
Clip Size: 12, Ammo: .60 cal lead bullets
Small Arm, Heavy
Description: A massive hunk of metal to hold in one hand. The Revolutionaries
Hand Cannon somehow makes this weighty pistol work through its ergonomic
design. A very comfortable grip built for recoil compensation.
Trilly Gun (Journeyman - SMG) 250 Vex
Phy Dam: 6
3-burst, 5-burst
Clip Size: 25, Ammo: 5mm Lead
Small Arm
Description: An SMG with a very different design than Trill Techs others. It looks like a small rifle with a vertical grip and a drum magazine. While made of steel and polymer the Trilly Gun uses a coating of Senrah Shelter paste to make the stock and underbarrel look like they are made of wood.
TT Infantry Rifle (Novice-Expert)
Mk1 200 Vex, Mk2 400 Vex, Mk3 575 Vex
Phy Dam: Mk1: 14 Mk2: 24 Mk3: 30
3-Burst, 5-Burst
Clip Size: 30
Ammo: Mk1: 5.56 lead, Mk2: .50 cal lead, Mk3: .60 cal lead
Long Arm
Description: This is a general purpose rifle. Standard mag-fed assault rifle
with an iron sight. This Rifle is one of the most popular in the galaxy and its newest version is used by the Revolutionaries Union as well as the Travoks own army.
TT Anti-Armor Rifle (Novice-Expert)
Mk1 250 Vex, Mk2 460 Vex, Mk3 700 Vex
Phy Dam: Mk1: 24 Mk2: 30 Mk3: 36
Clip Size: 10, Ammo: Mk1: .50 cal lead, Mk2: .60 cal lead, Mk3: 5.56 Tungsten
Long Arm, Heavy, Scope: +2 to chance to hit against enemies 30ft away or further
Description: These rifles fire massive .50 to .60 cal bullets. It's much like the Standard Trill Tech Rifle but 25 lbs heavier and a hell of a lot more power behind it. This can pierce through heavy infantry armors and light armored vehicles.
TT LMG (Journeyman) 460 Vex
Phy Dam: 14
8-Burst
Clip Size: 40
Ammo: 5.56 Lead Bullets
Heavy Arm+1
Description: This LMG is designed to be used as a weapon mounted at an outpost’s chokepoints, or put on vehicles. This is how it is usually used in the Revolutionaries Union across the galaxy. It's made for point defense and clearing paths for infantry to move in and take objectives. It has a large drum mag that feeds it.
TT HMG (Expert) 700 Vex
Phy Dam: 24
6-burst
Clip Size: 30
Ammo: .50 cal lead bullets
Heavy Arm+3
TT Minigun (Journeyman)
Phy Dam: 6
Shots: 2D6
Ammo: 5mm lead
Heavy Arm
Revolutionaries Minigun (Expert)
Phy Dam: 6
Shots: 3D6
Ammo: 5mm lead
Heavy Arm
Fyri (Journeyman-Master)
Bioengineered weaponry that mainly deals corrosive damage
Vaihmarian Wrist Wrap (Journeyman or Expert) Jrny 300 Vex, Expert 500 Vex
Journeyman: Phy Dam 7, Poison Dam 4, Chance: 18
Expert: Phy Dam 12, Poison Dam 6, Chance: 28
Clip Size: 10
Ammo: Vaihmarian food pellet
Attack Roll is (Biology + Small Arms)/2 for ranged attacks
Brawling attacks with this weapon do
Journeyman: Phy Dam: 14 Poison Dam: 4, Chance: 20
Expert: Phy Dam: 24 Poison Dam: 6, Chance: 30
Attack Roll is (Biology + Brawling)/2
Kills the Vaihmarian Wrist Wrap causing it to no longer work as a weapon.
Description: A purplish pink fleshy creature that is wrapped around the wrist and forearm of the user where it sits almost completely flat against their arm allowing it to be easily concealed under a long sleeve. It is wrapped once around the forearm where it is wider, then around the wrist, and lastly around the knuckles. It has poisonous spines that grow out of where the user’s knuckles are which it launches from its body at the target the user wishes. It has a mouth up towards the user's forearm where the user may feed its toothy maw, allowing for it to regenerate its spines. Lastly it has a green eye that when closed sinks to flatten against the user’s arm but when open and active may extend up from the wrist slightly to help aim at its targets.
Vaihmarian Shotgun (Jrny - Expert) Jrny: 425 Vex, Expert: 750 Vex
Corrosive: J: 14, E: 20
Clip Size: 4, Ammo: Vaihmarian Food Pellets
Range: J: Small Cone, E: Medium Cone
Small Arms
Description: A shotgun made of red flesh and cartilage. It has one yellow eye on the underside of the gun to aid in aiming and a stomach sac that fills with acid when loaded. The mouth is at the end of the barrel. This stomach sac contracts to blast acid across an area. If this gun gets shot while loaded it will explode acid across the user’s space and all adjacent spaces for 40 corrosive damage.
Vaihmarian Rifle (Jrny - Expert) Jrny: 425 Vex, Expert: 750 Vex
Corrosive: J: 20, E: 20
Poison Dam: J: 0, E: 4, Poison Chance: J: 0, E: 26
Clip Size: 5, Ammo: Vaihmarian Food Pellets
Range: Medium
Long Arms
Description: The Vaihmarian Rifle is similar to the Shotgun but instead of just spitting acid the gun shoots a concentrated stream of acid.
Vaihmarian Bone Cannon (Jrny - Expert) Jrny: 500 Vex, Expert: 850 Vex
Phy: J: 35, E: 40, Bleed: J: 4, E: 6, Bleed Chance: J: 20, E: 30
Clip Size: 1, Ammo: Big Vaihmarian food pellet.
Heavy Arms
Description: A shoulder mounted fleshy blob with a “head” that juts out that has a big, circular, and always open mouth. It has rows of teeth that can move and undulate to shovel food back to its stomach. In its stomach the nutrients from the special food pellet is absorbed and plenty of the calcium and waste is left to harden into a spike shaped solid through a complex biological process. An organ behind this stomach collects a large amount of gas from a gill shaped vent on the top of this creature. This organ then compresses the gas and releases it all at once into the stomach to propel the spike at high speeds out the mouth. Two big red eyes are situated on the top sides of this creature's head to aid in aiming.
Vaihmarian Grenade (Expert) Jrny: 250 Vex
Corrosive: 20, Diameter: 10ft
Description: A stomach sac that is extremely resilient until you pull a small organic tab which causes it to shed its outer layer of lining like peeling an orange. Once the “peel” is removed it will easily rupture with force. They are used like deadly water balloons.