Exotic Melee Weapons

Weapon Price Dmg Critical Range Weight Type Special
Bayonet 10 gp 1d4 19-20 x2 - 1 lb P Not Exotic
Buzzaxe 80 gp 2d8 x3 - 18 lbs S Steam, 2-handed
Chainblade 80 gp 2d6 x3 - 18 lbs S Steam,2-handed, Bleed 1

Exotic RangedWeapons

Weapon Price Dmg Critical Range Weight Type Special
Blade Thrower 200gp 1d10 19-20/x2 90ft 9lb P Misfire 1
Blade Thrower, Wrist 300gp 1d8 19-20/x2 30ft 4lb P Misfire 1
Rocket Rack 150gp - - 40ft 30 lb P Misfire
Flame Nozzle 290 gp 2d8 x2 15 ft 30 lb Fire Area
Signal Flare 20 gp 1d6 x2 - 2 lbs S Misfire 1
Steam Gun 250 gp 1d10 x4 30 ft 8 lbs P Steam
Steam Breather 350 gp 1d12 x2 20 ft 40 lbs S Steam, Cone

Weapon Descriptions.

Bayonet: A bayonet must be fixed to a ranged weapon with a barrel. Anyone proficient with such a ranged weapon is automatically proficient with bayonets affixed to them. Because the bayonet is fixed to the weapon’s barrel, it can be wielded at the same time as the ranged weapon.

Buzzaxe: Developed by ferocious steamborg warriors, the buzzaxe is a modified greataxe. A line of vibrating steam-powered teeth is set a half-inch back from the razor-sharp axeblade. The initial wound is magnified as these teeth tear into the target. These mighty weapons do even more damage than the standard greataxe on which they are based.

Chattersword: A chattersword is a primitive version of the modern chainsaw. It is a greatsword equipped with rows of teeth that saw in a constant rotation, powered by the steam engine at its base. It causes gruesome wounds that are very slow to heal. Wounds inflicted by this weapon bleed profusely, granting the weapon bleed 1.

Flame Nozzle: Flame nozzles are primitive flamethrowers. A dangerously combustible mixture of mineral spirits and natural oils is held in a canister, which is worn on the back in man-portable versions. With the pull of a trigger, this fuel is channeled through an aiming tube into the path of a pilot flame, which ignites it in an immolating blaze.
A flame nozzle attack is cone-shaped. Its range increment is its maximum range. All creatures in the area suffer the indicated damage due to the heat and flame. Additionally, they may catch on fire. They can make a Reflex save (DC 15) to avoid igniting. Creatures on fire immediately take an additional 1d6 points of damage and continue taking damage each round until they succeed in another Reflex save to extinguish the fire. Attempting to put out the fire is a full-round action.
The canister full of volatile chemicals is a viable target. The man-portable version has hardness 10 and can be pierced with 10 hit points of damage. A pierced canister explodes. The person wearing the canister takes 6d6 damage and automatically catches on fire. All creatures within 30 feet of him take 3d6 damage (Reflex save at DC 15) and may also catch on fire.
A flame nozzle can fire 15 shots before the canister must be refueled. Refueling is expensive — it costs one quarter of the
flame nozzle’s original cost.
A flame nozzle normally fires a single, targeted burst of chemicals, but if the fuel pump is left on it will spew flames indiscriminately. This isn’t advised for safe use but is sometimes quite handy. If the player opts to leave the fuel pump on (known as “full-blazin’ it”), the flame nozzle fires twice each round, once at the beginning of the player’s turn (before any movement or attacks) and again after all the player’s movements and attacks. This consumes three times the normal amount of fuel (meaning a fully loaded canister can sustain a full blaze for only 5 rounds) and runs the risk of igniting the canister itself. On any attack roll of a natural 1, the fuel canister explodes. This destroys the flame nozzle, deals 6d8 points of damage to the user, deals 2d8 points of damage to everything within half the nozzle’s range increment, and also causes any other flame nozzles within the affected area to explode. Putting a flame nozzle on full blaze requires a standard action, as does taking a flame nozzle off of full blaze.

Signal Flare: This isn’t a weapon per se, but a useful device for communication between ships. It’s a fuse that burns a bright red. It is immediately obvious from a distance of 1,000 ft. in the dark and 500 ft. in daylight; beyond that, a Perception check (DC 10) will reveal it.

Steam Gun: A steam gun is a fantastic steam-powered rifle. It fires sling bullets with an excellent range. The weapon itself has a four-foot-long barrel with a stock on the end. A small steam engine sits between the stock and barrel. The user fires it like a normal rifle. It has some quirks, however.
The sling bullet is launched via a steam pressure method, and it takes time to build up the steam pressure. The steam gun can be fired only once every other round.
A steam gun can also fie stones, which cause 1d6 damage, or handfuls of pebbles, nails, and other loose rubble, which cause 1d4 damage. Firing anything other than a normal sling bullet incurs a –1 attack penalty.

Steambreather: A steambreather fires a hissing cloud of scalding, white-hot steam. An unprotected creature is boiled alive in seconds. A steambreather attack is cone-shaped. Its range increment is its maximum range. Attacks from a steambreather count as fire attacks.
They consist of a backpack water reservoir with a steam-powered pump at its base. A hose extends from the pump to a long-barreled mouth that requires two hands to wield.
A steambreather can fie 10 times before its water reservoir is exhausted. Steambreathers are extremely heavy because they require so much water. When its water supply is exhausted, a steambreather weighs one third of its starting weight.


Other Gear


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