Weapons

In a city such as Sigil, strife and conflict are an everyday occurrence. Naturally, the people have come up with all sorts of ways to tear each other limb from limb, either through firearm or other weaponry. While the martial and simple weapons list are all available as per usual, there are a number of other weapons that are available as well. Many of these weapons are considered 'gun-blades', which usually house a gun within the weapon in some frame or fashion. A 'gun-blade' is for all intents and purposes treated as a double weapon, including making extra attacks with it. If a 'gun-blade' rolls within its misfire chance then the gun becomes misaligned, a move action must be used to right it. If the gun rolls this while firing then it is jammed, and a minute must be spent to clear the gun.

In addition, there are a number of weapons listed as Trick Weapons. Trick weapons were invented by the Slayers of old, strange transforming weapons that can switch between one of two forms, an open and a closed form. Some trick weapons boast firearms within them, and suffer no penalty for rolls outside of a nat 1. These weapons are considered 'exotic' and will need appropriate feats to wield one effectively. These are also considered as a Weapon Group for a Fighter. Those that take the Slayer class get these whenever they become available. Without the feats, it is a move action to switch forms that provoke attacks of opportunities, as well as incurring the normal penalties for not being proficient.

Finally, perhaps most importantly, since the days of the Slayers have ended such trick weapons are incredibly difficult to find. While there is said to be a secret to make trick weapons, such a method is only held by the Slayers of old.

Weapon Special Properties:
Some weapons posses inherent special properties. A weapons' special properties are listed in the special column entry in its corresponding weapon table. Details of those special properties appears below.

Automatic – In addition to making ranged attacks normally, a weapon with this special property can fire in a fully automatic mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic mode. 

When you make a full attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon’s range increment. This uses all the weapon’s remaining ammunition. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic mode can’t score critical hits. Roll damage only once, and apply it to all targets struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough
ammunition to attack another target, you stop making attacks.

For example, if you were using a Slayer's Choice with 6 rounds remaining, you would target the nearest 3 creatures in the cone and up all 6 rounds. 

If more than one creature is equidistant and you don’t have enough cartridges remaining to shoot at all equidistant creatures, determine randomly which one you target. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once, even if you have enough cartridges to fire more shots than you have targets. Attacks in automatic mode take the same penalties as other full attacks.

Blast—When a weapon with the blast weapon quality is fired, an attack roll is made against the individual target. If that attack hits, additional attack rolls are made against all targets within the blast radius, dealing ½ damage to everyone hit. If the shot is missed, blast damage is dealt to the original target and ¼ to all adjacent targets.

Charged—When a firearm with the charged weapon quality is fired, the recoil produced is transferred to a special kinetic battery that causes the weapon to deliver more damaging blows when used in melee combat. While kinetic energy is stored in this fashion, the weapon begins to vibrate slightly, imposing a -1 penalty to ranged attacks for every charge stored (up to a maximum of 3 charges). As a swift action, these charges can be released (as part of a melee attack) to deal an additional 2 points of damage her charge stored (up to a maximum of 3 charges).

Line—This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with such a weapon, make a single attack roll and compare it to the relevant Armor Class of all creatures and objects in a line extending to the weapon’s listed range increment. Roll damage only once. The weapon hits all targets with an AC equal to or lower than the attack roll. However, if an attack fails to damage a creature or obstacle hit in the line (typically due to damage reduction or hardness), the path is stopped and the attack doesn’t damage creatures farther away. A line weapon can’t damage targets beyond its listed range. If you score a critical hit, that
effect applies only to the first target hit in the line, and you roll the critical damage separately. If multiple creatures are equally close, you choose which one takes the effects of the critical hit. A line weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as Vital Strike or the rogue's sneak attack).


Scatter—This weapon fires in a cone that extends only to its first range increment. You can’t use it to attack creatures beyond that range. 

For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once. Attacks with scatter weapons ignore concealment. A scatter weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as the rogue's sneak attack or vital strike). Ammunition for blast weapons is designed for scatter attacks, so you spend the usage amount only once for each cone of attacks.

Sniper - Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon’s range increment as well as applying . You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.

Small—A weapon with the small weapon quality is compact and light. It is treated as a light weapon and grants a +4 competence bonus to Sleight of Hand checks to conceal it.

Unwieldy - Weapons with the unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity.

Firearm Cost Dmg Crit Misfire Capacity Range Weight Type Special
Gunblade

130 gp

1d6/1d6 x2/x3 1-3 6 40 ft. 8 lbs. B/P/S Double, Charged
Gunglaive 387 gp 1d10/1d12 x2/x3 1-3 3 50 ft. 18 lbs. B/P/S Double, Reach
Demon Breaker 487 gp 1d12/1d8 x4/x3 1-3 3 15 ft. 11 lbs. B/P/S Charged, Scatter
Cutter
Standard
87 gp 1d8 x4 1 8 50 ft. 8 lbs. B/P  
Street Sweeper 212 gp 1d10 x4 1 6 20 ft. 8 lbs. B/P Scatter
Tailor 450 gp 1d10 x4 1 6 100 ft. (150 ft.) 9 lbs. B/P Sniper, Line
Blackthorn (Illegal) 600 gp 1d8/1d8 x4 1 10 70 ft. 14 lbs. B/P Automatic, Charged
Lord's Eye 650 gp 1d12 x4 1 5 100 ft. (200 ft.) 13 lbs. B/P Sniper, Line
Raucous Rifle 647 gp 1d12 x4 1 6 60 ft. 9 lbs. B/P Blast (5 ft.), Unwieldy
Slayer's Choice 430 gp 1d10 x4 1 10 70 ft. 9 lbs. B/P Automatic
Homewrecker (Illegal) 725 gp 4d6 x3 1 1 80 ft. 27 lbs. B/P Blast (10 ft.), Unwieldy
Cricket 125 gp 1d4 x4 1 4 25 ft. 3 lbs. B/P Small

Gunblade
One-Handed/Double-Weapon/Charged
A weapon taken and used amongst plenty of cutters throughout Sigil, this manufactured weapon is a shortsword with a pistol built along the blade and into the hilt itself. Favored by many who wish for the best of both worlds. 

Gunglaive
Two-Handed/Double-Weapon/Reach
A weapon much like the gunblade, this weapon is favored by those who wish to boast reach on their foes. Boasting a rifle along the hilt of the weapon, its size is added along to its versatility.

Demon Breaker
Two-Handed/Double-Weapon/Charged/Scatter
A massive hammer affixed with a shotgun barrel where a spike may have once lay, Demon Breaker is often used by the burlier of cutters throughout Sigil. Capable of smashing demon skulls into pieces, this heavy hammer is perfect for those who wish to break a name for themselves.

Cutter Standard
One-Handed
Incredibly simple, this pistol has replaced the standard revolvers in pretty much all means. Greater clip and superior range, most people have at least one on their person.

Street Sweeper
Two-Handed/Scatter
The cutter’s name for a shotgun, these shotguns can use either spread shot or slugs despite their aforementioned name. Perfect for dealing with large groups of dredges or clearing out bars of unwanted customers.

Tailor
Two-Handed/Line/Sniper
Every sniper's first weapon this rifle has incredible range and power few can compare with. Capable of punching through several enemies, the Tailor is perfect for those who wish to not get anywhere near the terrible demons of the Abyss.

Blackthorn (<u>Illegal</u>)
One Handed/Double-Weapon/Automatic/Charged
A gunblade that is only permitted to be used by the Black Rose gearforged officers. Any citizen seen owning or operating a blackthorn are to be arrested and imprisoned on sight, their possessions and such forfeited until a trial can be met.

Lord’s Eye
Two-Handed/Line/Sniper
A favorite amongst wealthy rifleman, this elegant rifle boasts incredible range and punch to boot. Stronger than the Tailor and a great deal more expensive. This rifle is often used by the bourgeois and those with connections; as much a fashion statement as a tool for killing.

Raucous Rifle
Two-handed/Blast/Unwieldy
Loud, obnoxious, and dangerous are just a few words to describe the raucous rifle. A heated rifle barrel causes any bullets to be fired from it to explode to any enemies foolish enough to be caught by a madman wielding such a weapon.

Slayer’s Choice
Two-Handed/Automatic
Once seen in the possession of the many slayer’s that kept Sigil safe, few cutters can truly appreciate what the slayer’s so often used. A rifle capable of firing quickly and riddling holes through demon and sinful person alike. A superior range to most rifle and a powerful punch, few can deny its effectiveness.

Homewrecker (<u>Illegal</u>)
Blast (10 ft)/Unwieldy
Absolutely illegal in all forms, the homewrecker causes destruction by any lunatic who managed to get their hands on one such weapon. Created by some deranged goblin in a land called Riltar, this weapon requires specially made rounds filled to the brim with quadruple the normal amount of gunpowder. Damage done to structures with a homewrecker round ignore hardness and deal double damage to stone objects.

Cricket
Light/Small
Made for and by gnomish hands, the cricket is a great pistol for those trying to sneak a gun into places that would otherwise not be allowed. Lacking any real power, nor magazine, it’s found a place alongside the trusty ‘boot dagger’. One could never be too safe.

<meta name=“generator” />
<style><!—td {border: 1px solid #ccc;}br {mso-data-placement:same-cell;}—>
</style>

Weapons

The Nightmare of Sigil King_Justice