Last updated Sunday, December 13, 1998
The Fading Suns roleplaying game has been in
existence for just over a year now, and there are many elements
of the game system that have aspects to them that make the
players, and GamesMasters, think a little bit. This particular
page presents a whole series of new and additional weapons for
the roleplaying game, and there's some really dangerous (but
highly innovative) stuff here.
A Few Weapon-related Combat Changes
The following are a series of option rules for weapons combat
and the like, all of which are courtesy of Paul Monteleoni. Use
these as you see fit.
- All melee weapons have an extra +1 initiative to reflect
their increased reach compared to hand-to-hand attacks.
- Rapiers have +2 initiative (instead of the +1 I use for
other melee weapons) because of their lightness (this is
to give them some advantage over broadswords, and is
pretty realistic.
- Rapiers, scimitars and main-gauches also give +1 goal on
parries. This is to make them good at parrying, which in
reality they are supposed to be.
- Ranged Weapons (not bows, but guns, energy weapons, etc)
have +1 initiative (for parity with melee weapons- - the
idea basically is that hand-to-hand combat is not a
high-initiative thing).
- Guns, blasters, grenades, etc. do +2 dice of damage. This
is both for reality and to make them worse against
shields and emphasize the necessity of hand-to-hand
combat to slip under shields (as one can see in Frank
Herbert's Dune). As it stands, light pistols will
just about always slip through shields, and do as much
damage as a karate kick.
New Melee Weapons
- Crucible Sword
- Tech Level: 5
Benefice Cost: 4
Firebird Cost: 500
A weapon actually developed after the fall of the Second
Republic, the Crucible Sword was developed by a Li Halan
weaponsmith, incorporating leftover Second Republic
temperature-resistant polymers and heating cores,
producing a broadsword with a milky, translucent blade.
Although the polymer plastic which forms the blade is too
blunt to hold a good edge, when the heating core in the
hilt is activated, the blade quickly heats up, glowing a
fiery yellow-white and searing anything it touches. It
takes 3 turns for the core to fully heat up the blade,
but once it does, the blade delivers +2 DMG, and those
two extra dice can leak through armor and shields like a
flamegun. The heating core can last for 20 turns on a
fusion cell. Still used by the Li Halan, the Crucible
Sword has also found popularity amongst Brother Battle
monks, Avestites, and the occasional Hawkwood.
Initiative: +1, Goal -, DMG 5 (+2), STR 4, SIZ L.
This weapon was created by Author Unknown.
- Glaive
- Tech Level: 1
Benefice Cost: 0
Firebird Cost: 20
Glaives are pole-arms that feature a slicing blade set
atop a 6' pole, and include the medieval weapon of the
same name, as well as other sword-staffs such as the
Japanese naginata. The peasant scythe is somewhat
similar, if more unwieldy (-2 penalty on attack rolls).
Roll Dx+Melee, Initiative +1, DMG 6, STR 6, SIZ XL
This weapon created by Colin (Psychedelic Goblin)
- Halberd
- Tech Level: 1
Firebird Cost: 30
Halberds are good, general-purpose pole-arms used among
some regiments of guards in the employ of noble houses.
Halberds are essentially 6' long spears, with a single
axe-head attached, opposite which is a curved spike or
hook. Similar weapons include the jedburg axe and voulge.
A halberd could be used to chop, thrust, or hook and
forcibly dismount rival cavalry. To hook a mounted
opponent, the character must make an attack with a -2
penalty. If successful, the rider must make a Ride skill
roll or be forcibly dismounted.
Roll Dx+Melee , Initiative +1, DMG 7, STR 6, SIZ XL
This weapon created by Colin (Psychedelic Goblin)
- Polar Blade
- Tech Level: 5
Benefice Cost: 1
Firebird Cost: +15
A favored Decados dueling weapon, this rapier is built
around a high-powered electromagnet which can be
activated by a contact pad on the handgrip. This magnet,
which can be activated 20 times on its power-cell, can
give a +2 goal (cumulative) to the Disarm maneuver, as
the Polar Blade sticks to the opponent's weapon, helping
to yank it from his grip. Usually built into a
normal-looking rapier, this device can also be
incorporated into a main-gauche. It has the same stats as
whichever weapon it appears as.
This weapon was created by Author Unknown.
- Quicksaber
- Tech Level: 7
Benefice Cost: 4
Firebird Cost: 1500
A rare weapon cherished by those Hazat who can get their
hands on one, the Quicksaber is a dueling saber with a
Second Republic inertial damper built into the basket
hilt, making the saber unnaturally fast and easy to
swing. It may be used for the same action up to three
times in a turn, like a firearm.
Initiative: +3, Goal -, DMG 6, STR 2, SIZ L.
This weapon was created by Author Unknown.
- Trick Blade
- Tech Level: 5
Benefice Cost: 2
Firebird Cost: 40
The Trick Blade, also used gleefully by Decados across
the Known Worlds, appears to be a normal rapier, but
servo-motors can rotate the blade in its housing at the
flick of a switch, causing the entire blade to whip
around into a new position. This gives a +2 goal to any
Feint or Counter Parry maneuver, but will only work twice
on any particular opponent in any particular engagement,
in addition to his two regular feints.
Initiative: +2, Goal -, DMG 5, STR 3, SIZ L.
This weapon was created by Author Unknown.
- Trident
- Tech Level: 0
Benefice Cost: 0
Firebird Cost: 3
Tridents are the two or three pronged spears used by some
primitive fishermen, that can be used to stab or thrown
short distances. Peasant's pitchforks are similar,
although they are less suitable for throwing (-2 attack
penalty).
Roll Dx+Melee, Initiative +1, DMG 5, STR 3, RNG -, Rate
-, SIZ XL
Roll Dx+Throwing, Initiative +1, DMG 5, STR 3, RNG 10/20,
Rate 1, SIZ XL
This weapon created by Colin (Psychedelic Goblin)
- Two-Handed Hammer
- Tech Level: 1
Benefice Cost: 0
Firebird Cost: 20
This includes the large sledgehammers and mallets used by
labourers and peasants, as well as the mighty crushing
hammers and maces crafted specifically for battle.
Roll Dx+Melee, Initiative +1, DMG 7, STR 6, SIZ XL
This weapon created by Colin (Psychedelic Goblin)
New Ranged Weapons
- Machine Pistol:
- Tech Level: 5
Benefice Cost: 3
Firebird Cost: 250
A finely-crafted light autofeed pistol, styled to look
like the ones on the cover of Lords of the Known Worlds,
Machine Pistols are usually not mass-produced, but made
especially by weaponsmiths for their clients. These guns
are often one-of-a-kind, and sometimes have names, such
as Serfbane, famed sidearm to the deceased Baron
Frederick Lancaster Hawkwood.
Initiative: +1,* Goal -, DMG 6,* RNG 10/20, 13 Shots,
Rate 3(A), SIZ S.
This weapon was created by Author Unknown.
- Repeating Crossbow
- Tech Level: 1
Benefice Cost: 1
Firebird Cost: 20
Repeating crossbows are unusual 45 lb. pull bows, based
on the ancient Chinese chu-ko-nu. They feature a wooden
hopper of 12 small bolts on top, rapidly cocked between
each shot using a fixed lever. However, while this does
mean this weapon can fire its 12 bolts rapidly without
reloading, it does reduce the overall power and range. It
uses the same light bolts as the Hand Crossbow that cost
3 wings each. It should be noted that it takes 1 action
to open the hopper, and 1 action to reload each bolt.
Roll Dx+Shoot, STR 3, DMG 3, RNG 10/20, Shots 12, Rate 3,
SIZ M
This weapon was created by Colin (Psychedelic
Goblin).
- Voroxian Bolorang
- Tech Level: 1
Benefice Cost: 1
Firebird Cost: 5 for Vorox, 15 for non-Vorox
This unusual Voroxian hunting weapon is a large bolas,
with 3 thongs, each 4' in length. Each thong is weighted
with a chipped and polished flatstone as large as a human
hand. Stiff feathers are knotted at regular intervals
along the length of each thong. Only feral Vorox, or
those raised in their culture, can use the bolorang with
any effectiveness; even civilised Vorox have proven
unable to master this weapon. Thrown with accuracy, the
bolorang is a superb hunting weapon, especially with the
brute power of a Vorox propelling it, and skilled users
can send the bolorang along a trajectory that will return
it to the thrower's hand if it misses the intended
target. Even more impressive is the fact that this weapon
defies all known laws of aerodynamic physics, as it will
entangle small prey and continue along its return path to
the thrower. It can also be used to entangle larger
targets up to human sized although these are too large to
be returned; choke targets when thrown around their
necks; or even used as a makeshift flail in close combat.
The feral Vorox are nearly as touchy about their
bolorangs as the civilised Vorox are about their glankesh
swords, a fact that the Engineers (who regard the
bolorang as an enticing puzzle of aerodynamic principles)
often seem oblivious to. The bolorang requires the
Throwing skill for effective use, or Melee skill in those
rare occurrences it is used in close combat.
Dx+Throwing, Initiative -, Goal -1, DMG 4*, STR 6, RNG
15/25, Rate 1, SIZ L
* A character may add his Strength damage bonus.
Entangling and Returning Small Prey: If the character
elects to make his attack roll with a -2 penalty, he can
have the bolorang return to him, even if it hits a target
the size of a rabbit or smaller. In such cases the target
is entangled in the bolorang and returned to the thrower,
unharmed, as the bolorang continues along its trajectory.
It arrives, still entangled, and is then easily
despatched. Even if the attack misses the target, the
bolorang will continue back to the thrower. The thrower
can, of course, elect not to have the bolorang return,
and make the attack without the -2 penalty, simply
entangling the target.
Entangling Larger Targets: If the thrower attempts to
entangle a larger target, such as a human being, he
simply makes a standard attack roll. If successful, the
entangled target is impeded, suffering a -6 penalty on
all actions until she spends two actions escaping. No
roll is required to escape.
Going for the Neck: If the thrower succeeds in an attempt
to entangle the neck of a target (-6 attack penalty) the
target suffers 3 DMG per turn until the bolorang is
removed. Due to the bolorang's long, tangled, weighted
thongs, the victim must make a Strength + Vigor roll with
a -4 penalty to rip it off. The bolorang can be cut off
using two actions if someone, including the victim, has a
suitable tool on hand.
This weapon was created by Colin (Psychedelic
Goblin).