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.

PL4

Bayonet Melee-Blade

Must be equipped on the front of the Rifle. Adding a bayonet reduces the accuracy of the rifle by +1 Step

Accuracy
+1
Mode
Range
Personal
Type
LI/O
Damage
d4w / d4+1w / d4-1m
Actions
3
Clip Size/Cost
/
Availability
Com
Hide
+1
Mass
2kg
Cost
50Qs
PL0

Club Melee-Bludgeon

This includes all types of simple one-piece bludgeoning weapons. Can be made of Hard wood, heavy plastic of metal.
Accuracy
0
Mode
Range
Personal
Type
LI/Ordinary
Damage
d4+1s / d4w / d4+1w
Actions
3
Clip Size/Cost
/
Availability
Any
Hide
+1
Mass
2kg
Cost
10Qs
PL0

Dagger Melee-Blade

All knives, stilletos, small generic bladed weapons
Accuracy
0
Mode
Range
Personal
Type
LI/O
Damage
d4w / d4+1w / d4+2w
Actions
4
Clip Size/Cost
/
Availability
Any
Hide
+3
Mass
1kg
Cost
20Qs
PL3

Katana Melee-Blade

Long bladed slightly curved, single edge weapon with a slicing tip
Accuracy
-1
Mode
Range
Personal
Type
LI/O
Damage
d4+2w / d6+2w / d4+1m
Actions
3
Clip Size/Cost
/
Availability
Controlled
Hide
+1
Mass
3kg
Cost
1000Qs
PL3

Rapier Melee-Blade / Acrobatics-Blade

Accuracy
-1
Mode
Range
Personal
Type
LI/O
Damage
d4w / d4+1w / d4+2w
Actions
3
Clip Size/Cost
/
Availability
Common
Hide
+2
Mass
1kg
Cost
300Qs
PL3

Saber Melee-Blade

Accuracy
0
Mode
Range
Personal
Type
LI/O
Damage
d4w / d4+2w / 2d4+1w
Actions
3
Clip Size/Cost
/
Availability
Common
Hide
+1
Mass
2kg
Cost
250Qs
PL0

Quarterstaff Melee-bludgeon

Accuracy
-1
Mode
Range
Personal
Type
LI/O
Damage
d4+1s / d4+2s / d6+2s
Actions
3
Clip Size/Cost
/
Availability
Any
Hide
Mass
2kg
Cost
15Qs
PL4

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

Accuracy
0
Mode
Range
Personal
Type
Li/O/G
Damage
d4+2s|d4w / d4w|d4+3w / d4+1w|d4+2m
Actions
-4
Clip Size/Cost
30 / 800
Availability
Restricted
Hide
-2
Mass
5kg
Cost
15000Qs
PL4

Sword Cane Melee-Blade / Acrobatics- Light Blade

Thin balanced blade hidden within a cane.

Accuracy
-1
Mode
Range
Personal
Type
LI/O
Damage
d4-1w / d4w / d4+1w
Actions
3
Clip Size/Cost
/
Availability
Common
Hide
+5
Mass
1kg
Cost
500Qs

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.

PL1

Bow Ranged Weapons - Bow

Arrows are reusable unless broken

Accuracy
+1
Mode
F
Range
20/40/100
Type
LI/O
Damage
d4w / d4+1w / d4+2w
Actions
3
Clip Size/Cost
1 / 1
Availability
Common
Hide
Mass
1kg
Cost
100Qs
PL3

Crossbow Ranged Weapons - Bow

Accuracy
+1
Mode
F
Range
50/100/250
Type
LI/O
Damage
d4+1w / d6+1w / d4-2m
Actions
1
Clip Size/Cost
1 / 3
Availability
Common
Hide
+3
Mass
3kg
Cost
400Qs
PL3

Pistol .32 Revolver Ranged Weapons - Pistol

Accuracy
0
Mode
F
Range
4/8/30
Type
HI/O
Damage
d4+1w / d4+2w / d6+1w
Actions
3
Clip Size/Cost
6 / 20
Availability
Hide
+3
Mass
1kg
Cost
Qs
PL4

Pistol .45 Revolver Ranged Weapons - Pistol

Accuracy
+1
Mode
F
Range
4/10/40
Type
HI/O
Damage
d6+1w / d6+2w / d4+1m
Actions
3
Clip Size/Cost
6 / 25
Availability
Hide
+2
Mass
1kg
Cost
450Qs
PL4

.30 Bolt Action Rifle Ranged Weapons - Rifle

Accuracy
0
Mode
F
Range
50/100/300
Type
HI/O
Damage
d4+2w / d6+1w / d4+1m
Actions
2
Clip Size/Cost
10 / 30
Availability
Hide
Mass
3kg
Cost
Qs
PL4

.44 Lever Action Rifle Ranged Weapons - Rifle

Accuracy
+1
Mode
F
Range
40/80/240
Type
HI/O
Damage
d6w / d6+2w / d4+2m
Actions
2
Clip Size/Cost
12 / 35
Availability
Hide
Mass
3kg
Cost
Qs
PL4

12 Gauge Shotgun Ranged Weapons - Rifle

Double damage on Short range, Half damage on Long Range

Accuracy
0
Mode
F
Range
6/12/30
Type
HI/O
Damage
d4w / d6w / d4m
Actions
2
Clip Size/Cost
5 / 15
Availability
Hide
Mass
kg
Cost
Qs
PL4

Night Night Gun Ranged Weapons - Pistol

A syringer gun able to shoot all sorts of chemical compounds but mostly used to tranquilize its victims

Accuracy
0
Mode
F
Range
4/8/12
Type
LI/O
Damage
d4+1s / d4+2s / d6+4s
Actions
1
Clip Size/Cost
3 / 60
Availability
Restricted
Hide
+2
Mass
1kg
Cost
600Qs
PL5

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

Accuracy
-3
Mode
F
Range
1/2/4
Type
En/O
Damage
d4+1s / d4+2s / d6+1s
Actions
3
Clip Size/Cost
/ 2
Availability
Restricted
Hide
+1
Mass
2kg
Cost
5000Qs

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.

PL4

Fragmentation Grenade Athletics - Throw

All targets within 2 meters Suffer Amazing Damage, 6 meters Good damage, and Ordinary damage up to 10 meters

Accuracy
+1
Mode
F
Range
Per STR
Type
HI/O
Damage
d4w / d4+2w / d6+2w
Actions
2
Clip Size/Cost
/
Availability
Hide
Mass
kg
Cost
300Qs
PL5

Concussion Grenader Athletics - Throw

All targets within 2 meters Suffer Amazing Damage, 6 meters Good damage, and Ordinary damage up to 10 meters

Accuracy
+1
Mode
F
Range
Per STR
Type
LI/O
Damage
d6ss / d8ss / d8+2s
Actions
2
Clip Size/Cost
/
Availability
Military
Hide
-1
Mass
1kg
Cost
200Qs
PL5

Smoke Grenade Athletics - Throw

On Ordinary, an area of 6m radius for d8+4 rounds , Good cover (+2 Penalty to attacks and Perception checks)

Accuracy
+1
Mode
F
Range
Per STR
Type
/Special
Damage
/ /
Actions
Clip Size/Cost
/
Availability
Controlled
Hide
Mass
1kg
Cost
250Qs
PL5

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.

Accuracy
+1
Mode
F
Range
Per STR
Type
/Special
Damage
/ /
Actions
Clip Size/Cost
/
Availability
Controlled
Hide
Mass
1kg
Cost
350Qs

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.

PL4

Flamethrower Heavy Weapons - Direct

Flammable objects targeted ignite. Fireproof objects suffer half or no damage.

Accuracy
0
Mode
F
Range
6/12/30
Type
En/O
Damage
d6w / d6+3w / d8+3w
Actions
2
Clip Size/Cost
12 / 200
Availability
Military
Hide
Mass
22kg
Cost
600Qs
PL4

Machine Gun .30 Heavy Weapons - Direct

Accuracy
0
Mode
A
Range
60/200/600
Type
HI/O
Damage
d6w / d6+3w / d6m
Actions
4
Clip Size/Cost
/ 50
Availability
Military
Hide
Mass
5kg
Cost
15000Qs

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

PL5

Combat Knife Melee-Blade

Accuracy
-1
Mode
Range
Personal*
Type
LI/O
Damage
d4w / d4+1w / d4+2w
Actions
4
Clip Size/Cost
/
Availability
Any
Hide
+3
Mass
1kg
Cost
250Qs
PL7

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.

Accuracy
-2
Mode
Range
Type
(LI / En)/G
Damage
d6+1w / d6+2w / d6+1m
Actions
3
Clip Size/Cost
/ 1
Availability
Hide
+1
Mass
1kg
Cost
Qs

Ranged

PL7

Vaulter Pistol Ranged Weapons - Pistol

Accuracy
-2
Mode
F
Range
10/20/60
Type
En/G
Damage
d6w / d6+1w / d4+1m
Actions
4
Clip Size/Cost
40 / 2
Availability
Hide
1
Mass
2kg
Cost
Qs
PL7

Vaulter Rifle Ranged Weapons - Rifle

Accuracy
-2
Mode
F/B/A
Range
60/120/400
Type
En/G
Damage
d6+1w / 2d4+1w / 1d4+2m
Actions
3
Clip Size/Cost
30 / 3
Availability
Restricted
Hide
0
Mass
4kg
Cost
Qs

Heavy

PL7

Vaulter Cannon Heavy Weapons - Direct

Accuracy
-2
Mode
F/B/A
Range
100/250/800
Type
En/G
Damage
d8+1w / 2d4+3w / 1d12+3w
Actions
4
Clip Size/Cost
90 / 5
Availability
Restricted
Hide
+4
Mass
16kg
Cost
Qs

Grenades

PL7

Pulse Grenade Athletics - Throw

Within 2m Amazing damage, within 6m Good, within 10m Amazing damage

Accuracy
0
Mode
F
Range
Per STR
Type
En/G
Damage
1d4+2s / 1d6+2s / 2d4+2s
Actions
2
Clip Size/Cost
/
Availability
Restricted
Hide
+2
Mass
1kg
Cost
3500Qs
PL7

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

Accuracy
-2
Mode
F
Range
Per STR
Type
HI/G
Damage
d4+2w / d6+2w / d4+2m
Actions
2
Clip Size/Cost
/
Availability
Hide
+3
Mass
1kg
Cost
6002Qs


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