East Grave Weapons

## Introduction

Weapons technology has come a long way in East Grave from the days of swords and bows. Firearms are commonplace, and the preferred weapon of those who can afford them, while the rise of manaware has made concealing a gun or a sword more efficient than ever.

Guns are categorized into four broad categories within East Grave:

* Handguns; simple weapons usable even by untrained mages, may be reloaded as a move action, and generally only requiring one hand to fire comfortably (though common practice is to brace another hand around the grip if you have one free)
* Shoulder weapons; Martial weapons preferred by trained soldiers and other specialists, these require two hands to wield due to their length, require a standard action to reload, and often pack better capacities and a heavier punch than the smaller calibers preferred for handgun usage.
* Heavy weapons; Exotic weapons that by and large that require two hands, take a full-round action to reload, and need specialized training to wield. They excel in nonstandard roles, such as providing covering fire, or deploying gas or other explosive payloads.
* Special weapons; Manufactured only by specific corporations or requiring nonstandard ammunition types, these weapons are too diverse to broadly categorize.

Heavy guns reduce the movement speed of the creature wielding them by 5 ft.

**Flamethrower:** One of the most infamous devices to evolve as a result of trench warfare, the flamethrower is still in its infancy in the early twentieth century. The device consists of a cumbersome backpack of two tanks and a swivel-mounted, handheld projection unit, or “lance.” When the device is aimed and a small hand lever depressed, a small gas burner ignites the oil, which is propelled forth in a blazing stream of intense flame. A flamethrower with full tanks is capable of unleashing up to 6 charges of ignited oil, to devastating effect.

When using a flamethrower, the wielder projects a 60-foot-long line of fire, attempting a separate attack roll against each creature within the line. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil this line attack. If any of the rolls threatens a critical hit, the wielder confirms the critical for that roll alone.

All affected creatures take 4d6 points of damage, and any creature hit by the flaming stream must also succeed at succeed at a DC 20 Reflex save or catch fire, taking an additional 2d6 points of damage each round until the flames are extinguished. A burning creature can attempt a new save as a full-round action, and dropping and rolling on the ground grants a +2 bonus on this save.

The device’s tanks and backpacks are awkward, and the wielder takes a –4 armor check penalty when wearing the cumbersome device. In addition, the tanks have hardness 10 and 5 hit points, and if the tank is ruptured in the presence of any adjacent flame (including the device’s own gas igniter), a mighty conflagration erupts, the wielder takes 6d6 points of fire damage, and all creatures within a 20-foot radius take 3d6 points of fire damage (Reflex DC 20 for half). Any creatures who take damage must succeed at a DC 20 Reflex save or catch on fire.

**Grenade Launcher:** A grenade launcher is a bulky weapon that can fire any grenade a great distance. Grenades propelled by a launcher can be set to detonate upon impact or at the start of the wielder’s next turn. A grenade launcher can hold up to 6 grenades at a time. The damage of a grenade itself is not multiplied on a critical hit, only the damage from the initial impact is affected.

Special
 Disposable Handgun

**Semi Automatic:** A semi-automatic weapon normally fires one shot as an attack. However, the user can take a special attack action to fire twice, as if using the Barrage sphere's barrage ability (including taking a -2 penalty on all attacks), except using the Barrage sphere this way does not allow the user to expend martial focus for additional attacks. If the wielder has the Barrage sphere's barrage ability, they can instead count their base attack bonus as five points higher exclusively for the purposes of qualifying for additional attacks when martial focus is expended.

**Automatic:** This weapon can act as a semi-automatic weapon (see below), or it can fire a burst of shots with a single pull of the trigger to attack all creatures in a line as a full-round action that counts as a special attack. This line starts from any corner of the wielder's space and extends to the limit of the weapon's range or until it strikes a barrier it cannot penetrate. When using an automatic weapon to attack all creatures in a line, the wielder makes a separate attack roll against each creature in the line. Each creature in the line can be attacked with only one shot from each burst. Each attack roll takes a -2 penalty. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not affect an automatic weapon's line attack. Roll to confirm each attack roll that threatens a critical hit separately. A single burst with an automatic weapon consumes 10 charges or uses of ammunition.

If the wielder of this weapon possesses the Barrage sphere, they can choose to spend their martial focus to make additional line attacks as if making a barrage attack. The same area can be targeted by the same burst twice, and apply (blitz) talents to every creature in said lines.

**Smart:** If the wielder of this weapon has a Base Attack Bonus lower than their hit dice, this weapon provides a +1 manaware bonus to attack rolls.

**Unwieldy:** This weapon has a -4 penalty on attack rolls against creatures within 40 ft of the shooter.

**Slow Firing:** A slow-firing weapon requires a full-round action to use, and thus cannot be used to make iterative attacks or used with attack actions or special attack actions.

**AM:** An anti material weapon may be used to fire through 1 foot of steel or concrete, and up to 5 feet of wood or similar material. This weapon fires upon the touch AC of creatures within it's first range band, even if those creatures possess an ability that would prevent such a thing, such as the Subdermal Plate manaware, or a Ballistic grade shield.

## Grenades

Developed in ancient Sisea the humble explosive has found use in modern arsenals from the humble pipe bomb to the building-shattering blast of plastic explosives. Grenades may be thrown as splash weapons, and detonate either on impact, or at the beginning of the thrower's next turn unless otherwise specified.