Weapons
In the fractured world of Solspire, where steam-age ingenuity meets post-cataclysm innovation, weapons are more than tools of survival — they are symbols of power, identity, and technological ambition. From time-honored melee blades and rugged clubs carried by frontier wanderers to precision-engineered pistols and rifles favored by mercenaries and soldiers, the armaments of Solspire reflect the diversity of its cultures, conflicts, and combat doctrines. Each weapon — be it a simple dagger or a heavy automatic, a smoke grenade or an experimental arc gun — has its own role on the battlefield and in the hands of those who wield them. Together, they form a living gallery of the world’s martial evolution, shaped by shifting alliances, mechanical mastery, and the relentless struggle for advantage in a dangerous age.
Modern
Melee
In a world shaped by scarcity, tradition, and close-quarters brutality, melee weapons remain ever-relevant. Blades, clubs, and polearms are carried not only by those who cannot afford firearms, but by veterans who know that distance is not always guaranteed. Whether ceremonial heirlooms or improvised tools of violence, these weapons reflect culture, craftsmanship, and the raw immediacy of physical combat.
Bayonet Melee-Blade
Must be equipped on the front of the Rifle. Adding a bayonet reduces the accuracy of the rifle by +1 Step
Club Melee-Bludgeon
This includes all types of simple one-piece bludgeoning weapons. Can be made of Hard wood, heavy plastic of metal.Dagger Melee-Blade
All knives, stilletos, small generic bladed weaponsKatana Melee-Blade
Long bladed slightly curved, single edge weapon with a slicing tipRapier Melee-Blade / Acrobatics-Blade
Saber Melee-Blade
Quarterstaff Melee-bludgeon
Powered Claw Melee- Blunt
The Powered Claw uses an alchemical battery to propel and accelerate it forward amplifying it's damage. When the claws are activated it becomes a powerful
slicing weapon able to penetrate most personal armor
Sword Cane Melee-Blade / Acrobatics- Light Blade
Thin balanced blade hidden within a cane.
Ranged
Firearms transformed warfare across Solspire, redefining power, tactics, and social hierarchies. Pistols, rifles, and repeaters allow individuals to project force at distance, turning skill, maintenance, and ammunition supply into matters of life and death. From personal sidearms to military-grade rifles, ranged weapons are the backbone of modern conflict and the great equalizer of the industrial age.
Bow Ranged Weapons - Bow
Arrows are reusable unless broken
Crossbow Ranged Weapons - Bow
Pistol .32 Revolver Ranged Weapons - Pistol
Pistol .45 Revolver Ranged Weapons - Pistol
.30 Bolt Action Rifle Ranged Weapons - Rifle
.44 Lever Action Rifle Ranged Weapons - Rifle
12 Gauge Shotgun Ranged Weapons - Rifle
Double damage on Short range, Half damage on Long Range
Night Night Gun Ranged Weapons - Pistol
A syringer gun able to shoot all sorts of chemical compounds but mostly used to tranquilize its victims
Arc Gun Ranged Weapons - Pistol
The Arc gun in an extreme close range pistol that creates an electrical discharge electrocuting anyone within it's range in a 120 degrees angle from its nozzle. It is considered highly accurate because of the cone of discharge. On a Critical failure the weapon can explode causing En/O d12+2 stun to everyone within 2 meters
Grenades
Grenades and other thrown weapons occupy the space between precision and chaos. Compact, portable, and devastating in confined spaces, they are favored for ambushes, breaching, and area denial. These weapons reward timing and tactical awareness, often turning the tide of an encounter in a single, decisive moment.
Fragmentation Grenade Athletics - Throw
All targets within 2 meters Suffer Amazing Damage, 6 meters Good damage, and Ordinary damage up to 10 meters
Concussion Grenader Athletics - Throw
All targets within 2 meters Suffer Amazing Damage, 6 meters Good damage, and Ordinary damage up to 10 meters
Smoke Grenade Athletics - Throw
On Ordinary, an area of 6m radius for d8+4 rounds , Good cover (+2 Penalty to attacks and Perception checks)
Tear Gas Grenade Athletics - Throw
On Ordinary, an area of 6m radius for d8+4 rounds , Good cover (+2 Penalty to attacks and Perception checks)
In addition all targets need to do a Constitution Feat Check. On a Critical failure they are helpless for 2d4 rounds, On a failure +3 penalty to all actions and action check for 2d4 rounds, On an ordinary +2 Penalty on Good +1 Penalty while on Amazing they suffer no effects. Use of a Respirator negates the harmful effects but not the visual impairment.
Heavy
Designed for devastation rather than finesse, heavy weapons dominate battlefields through overwhelming force. Mounted guns, launchers, and large-caliber armaments are rarely wielded by lone individuals, instead requiring training, logistics, and coordination. Their presence signals escalation — once deployed, subtlety gives way to destruction, and survival becomes a matter of positioning rather than bravery.
Flamethrower Heavy Weapons - Direct
Flammable objects targeted ignite. Fireproof objects suffer half or no damage.
Machine Gun .30 Heavy Weapons - Direct
Vaulter
Vaulter weapons are relics of a civilization that once stood far beyond the technological limits of the modern world. Created by the Vaulters before their withdrawal from history, these arms blend advanced engineering, esoteric materials, and principles that are still only partially understood. Rare, highly coveted, and often dangerous to operate, Vaulter weapons are not merely tools of war but echoes of a lost age — their existence raising uncomfortable questions about what was achieved before, and why such power was ultimately abandoned.
Melee
Combat Knife Melee-Blade
Vaulter Sword Melee Weapons - Blade / Acrobatics - Light Blade
Vaulter Swords can be used powered on unpowered. When powered the weapon delivers an additional 1d4 points of damage and allows the wearer to cut through most conventional metal and alloys. When using for cutting the sword uses 3 points of energy per minute.
Ranged
Vaulter Pistol Ranged Weapons - Pistol
Vaulter Rifle Ranged Weapons - Rifle
Heavy
Vaulter Cannon Heavy Weapons - Direct
Grenades
Pulse Grenade Athletics - Throw
Within 2m Amazing damage, within 6m Good, within 10m Amazing damage
Tracer Grenade Athletics - Throw
Upon throwing it the grenade looks for a moving target to make contact with, within 3 meters of where it was thrown and propels itself to it. Within 2m Amazing damage, within 6m Good, within 10m Ordinary damage
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