Advanced weapons

These weapons are introduced by the Course of Weapons. They use the Weapon types introduced by the Course of Combat.

### **Tri-Tip War Axe**

**Type**: Aggressive

**Cost**: 75 sp

This weapon also deals 1d6 bleed damage.

### **Mammoth Hammer**

**Type**: Aggressive

**Cost**: 75 sp

This weapon also deals 1 stun damage on success.

### **Scepter**

**Type**: Arcane

**Cost**: 150 sp

This is a one-handed weapon that weighs 2 Bulk. For each Scepter wielded, Arcane weapon attacks cost an extra 1 MP but roll an extra 1d6 whenever they roll dice.

### **Mystic Jezail**

**Type**: Arcane

**Cost**: 100 sp

This is a two-handed weapon that weighs 2 Bulk. It increases the Accuracy of your Arcane weapon attacks by 5 \* SPI.

### **Coil Sword**

**Type**: Balanced

**Cost**: 100 sp

This split sword has an energized coil running along it. It deals +1d6 damage. Creatures wearing metal armor are vulnerable to this attack.

### **Type XVII Estoc**

**Type**: Balanced

**Cost**: 100 sp

This even blade grants a +10 Accuracy bonus when Parrying (Explorer). This bonus increases to +30 when wielded in two hands.

### **Sword Cane**

**Type**: Blade

**Cost**: 100 sp

This cane grants +1 Speed when wielded.

### **The Red Sister**

**Type**: Blade

**Cost**: 300 sp

This Blade deals all of its damage as bleed damage.

### **Elven Shortbow**

**Type**: Bow

**Cost**: 150 sp

This Bow has a Range of 15 meters but can make a basic attack using only 1 Action.

### **Composite Longbow with Built-In Clockwork Toxophilite, Mk II**

**Type**: Bow

**Cost**: 200 sp

This Bow's basic attacks cost 3 Actions. It has a Range of 300 meters and deals +2d6 damage.

### **Griffin Whilom's Detaching Thirdstaff**

**Type**: Brawling

**Cost**: 150 sp

This Brawling weapon can alternate between two forms by spending 1 Reaction to adjust it. In its Thirdstaff form, you can spend 1 Action to make a STR vs STR check against an adjacent target; if you exceed their result, they are knocked prone. Additionally, gain a +10 Accuracy bonus when Parrying (Explorer) with the Thirdstaff. In its Detached form, you can spend 2 Actions to make three skill strikes at half damage with the Detached Thirdstaff.

### **Bull-Style Brass Knuckles**

**Type**: Brawling

**Cost**: 75 sp

This Brawling weapon also deals 1 paralysis damage on success.

### **Gwendolyn Hawk's Flanged Mace**

**Type**: Brutal

**Cost**: 90 sp

This Brutal weapon also destroys STR Armor from the target on success.

### **Dynamo Sledgehammer**

**Type**: Brutal

**Cost**: 125 sp

This Brutal weapon deals double damage versus automata and technology.

### **Silver-Plated Repeating Crossbow**

**Type**: Cannon

**Cost**: 150 sp

This Cannon weapon deals +2d6 damage versus undead and monsters.

### Drummer Boy

**Type**: Cannon

**Cost**: 300 sp

*This rotary Cannon can be cranked to fire a rapid volley of large-caliber bullets from a rotating series of barrels.*

By spending 3 Actions firing this Cannon, you can make STR basic attacks at a -30 Accuracy penalty; each attack deals half damage. The attacks can have the same or different targets.

### Steam-Powered Sparking Labrys Axe

**Type**: Great

**Cost**: 500 sp

*This high-tech weapon draws in electricity from the nearby air to create an astounding impact.*

This Great weapon also costs 4 Vim to attack. It deals +3d6 damage.

### Three-Hander

**Type**: Great

**Cost**: 200 sp

This Great weapon has a Range of 2 meters. When used to attack a target 2 meters away, it also attacks anything in the hex between you and your target.

### Masterwork Rigger's Knife

**Type**: Hookwhip

**Cost**: 100 sp

*This knife has a hole in the handle with a sturdy cable strung through. It's a common multi-tool used by airship riggers. This one in particular is masterfully crafted.*

This Hookwhip also counts as a Blade weapon for all purposes.

### Kyogun

**Type**: Hookwhip

**Cost**: 150 sp

*Short for "kyoketsu-shoge gun," this handheld device fires a double-edged hooked blade attached by a strong cable.*

Whenever you declare an attack with this Hookwhip weapon, you may choose to move to the location of your target. If your target hex is occupied, you may instead move to an adjacent empty hex. If there are no adjacent empty hexes, you cannot use this ability.

### Percival Spencer's Extending Corseque

**Type**: Polearm

**Cost**: 125 sp

Once per Round, when you make a basic attack with this Polearm weapon, you may treat its Range as 4.

### Runic Ranseur

**Type**: Polearm

**Cost**: 300 sp

*This Polearm is inscribed with arcane runes which enhance its capabilities.*

When you make a basic attack with this weapon, you may spend 1 MP for this unavoidable effect: your target must make a SPI check versus DL 11 + your Strength. If they fail, they are pulled 1 hex toward you or pushed 1 hex away from you (your choice). If they are moved in this way, they lose 1 Alert.

### Tactical Gauntlets

**Type**: Protector

**Cost**: 150 sp

This Two-Handed Protector weapon also deals 1d6 bleed damage. It has a Shield bonus of +5.

### Walking Loophole

**Type**: Protector

**Cost**: 250 sp

*The common name for this weapon evolved as wordplay on its function as mobile fortification and a paradox of offense and defense. This tower shield has a rounded arrowslit with a built-in pistol for ranged offense while advancing.*

This Two-Handed Protector weapon has a Shield bonus of +8 and a Range of 12 meters.

### Six-Scope Lever-Action Repeater Carbine

**Type**: Rifle

**Cost**: 200 sp

This Rifle has a doubled Range. Additionally, whenever you declare a basic attack with this Rifle, you may pay 3 Vim for +20 Accuracy to the attack.

### Powdercoil Arquebus

**Type**: Rifle

**Cost**: 300 sp

*Using a clever application of black powder and leaping electricity, this Rifle shoots an arc of flaming electricity.*

This Rifle has a Range of 12 meters. It deals an additional 2d6 burn damage minus 1 for every hex of distance between you and your target (min. 0). This weapon's attacks also count as galvanic.

### Musketoon Mk VI

**Type**: Shotgun

**Cost**: 125 sp

When a target is hit by this Shotgun weapon, they must succeed a STR check versus the damage dealt or be knocked back that many hexes with impact.

### Molotov Blunderbuss

**Type**: Shotgun

**Cost**: 200 sp

This Shotgun has a Range of 4 meters and deals all of its damage as burn damage.

### Double-Barrel Flintlock Revolver

**Type**: Sidearm

**Cost**: 150 sp

This Sidearm has +10 Accuracy, +6 meters Range, and deals +1d6 damage.

### Flak Iron Machine Pistol

**Type**: Sidearm

**Cost**: 150 sp

This Sidearm has -20 Accuracy, -6 meters Range, and -3 damage. All basic attacks you make with this weapon hit twice.

### Wind Stars

**Type**: Thrown

**Cost**: 50 sp

By spending 1 Reaction, you can make a basic attack with this Thrown weapon that deals 1 damage.

### Halfling Hand Axes

**Type**: Thrown

**Cost**: 150 sp

When you purchase this weapon, add 15 "Halfling Hand Axe" to your inventory: each one weighs 1 Bulk. These Thrown weapons are consumed when you make an attack with them. They deal an extra 2d6 damage. On success, the target takes 1 stun damage and loses 1 Alert.

### Excellent Spanner

**Type**: Tinkertech

**Cost**: 100 sp

This tool weighs 1 Bulk. While equipped in a hand, your WIS and TEK are considered 2 higher for the purpose of Tinkertech attacks. The Spanner itself can make Tinkertech melee attacks that deal 3d6-3 damage.

### Pump-Action Cobalt Chemthrower

**Type**: Tinkertech

**Cost**: 300 sp

This Two-handed Tinkertech weapon has a Range of 3 meters, weighs 4 Bulk. It releases a thick cloud of noxious fumes which deal 2d6 burn damage and, on success, 1 Perception attribute damage to the target hex and all adjacent hexes. You may spend 2 MP when declaring this attack to increase the radius to 2 meters. This attack counts as a toxin for the purpose of abilities which filter toxins. When attacking, you may choose to fire a more acidic compound of chemicals, replacing the burn damage with galvanic damage.

### Braided Leather Whip

**Type**: Whip

**Cost**: 75 sp

This Whip deals an extra 2d6 damage if the target has 0 Armor.

### Tri-Link Chain Whip

**Type**: Whip

**Cost**: 100 sp

When you land a direct hit from a basic attack with this weapon, you may make a STR vs. STR check against your target and disarm their weapon if you meet or exceed their result. Additionally, when another ability allows you to attempt a disarm while you are wielding this weapon, gain +3 to checks made to disarm.