New Equipment for
Weapon | CR | R | R | T | W | MS | C | DPS | Avail. |
Club | -- | -- | 1M-1 | C | 0.75 | -5 | -- | -- | 9 |
Dueling Laser | 15 | 100 | 1M+1 | S | 1 | -- | 1M | 1 | 3 |
Dueling Sword | -- | -- | 1M | C | 0.75 | -- | 1M | -- | 3 |
Hawkstaff | -- | -- | 1M+1 | C | 1.5 | -- | 250 | -- | 3 |
Hubla'kat | -- | -- | 1M+1 | C | 1.5 | -- | 250 | -- | 3 |
Injector Bolts | Special | Special | 0.5 | Normal | Normal | Normal | x2 | -- | Normal |
Jetspear | 40 | 100 | 1M+1/1M+4 | C/T | 1 | 0 | 800 | 1 | 3 |
Lance | -- | -- | 1M | C | 1 | 0 | 20 | -- | 9 |
Laser Signet | 5 | -- | 1M | S | -- | -- | 500 | n/a | 3 |
Mace/Hammer | -- | -- | 1M | C | 1 | 0 | 50 | -- | 6 |
Pistol Crossbow | 25 | 50 | 1M-1 | S | 0.5 | -- | 75 | -- | 4 |
Pole-Talon | -- | -- | 1M+1 | C | 1.5 | 0 | 200 | -- | 4 |
Sentinel Sword | -- | -- | 1M | C | 0.75 | -- | 150 | -- | 4 |
Spear/Forked Spear | -- | -- | 1M | C/T | 1 | 0 | 75 | -- | 9 |
Throwing Darts | -- | -- | 0.5M | T | 0.1 | -- | 5 | -- | 5 |
Tri-rang | -- | -- | 1M | T | 0.75 | -- | 80 | -- | 4 |
Wrist-Caster | 10 | -- | 0.5M | S | -- | -- | 25 | -- | 4 |
Dueling Laser: These elegant laser pistols are the weapons of choice among certain Ikarean duellists. Unsighted and with a higher power output than standard laser pistols, they suffer from reduced range and accuracy (especially in the hands of an unskilled user). Duellists point to the fact that they are excellent shots, and that range doesn't really matter in a duel anyway. Often embellished to reflect the bearer's good taste, each pistol is a work of art in its own right and is hand-crafted by master artisans from the finest of materials. As such they rarely, if ever, suffer from any malfunctions. The cost noted above is merely for a typical duelling laser - fine examples can cost much more. The duelling laser uses its own slot of the Pistol skill.
Dueling Sword: Few Ikarean duellists and nobles would be seen without a dueling sword at their hip. Forged of the finest duralloy, these swords are light, well-balanced and razor-sharp, with narrow tapering blades, embellished basket guards and comfortable hilts. Unfortunatly, they also conceal a poison container in the hilt (enough to hold two doses of your choice) so that when a small stud on the hilt is depressed, the poison coats the blade. This, of course, only adds to the excitement of a duel in the opinion of these jaded nobles. A single damaging strike will only subject the victim to the effects of a single dose. The cost above is only for a typical duelling sword: extremely fine or ornate examples can cost much more. The duelling sword uses it's own slot of the Sword skill.
Hawkstaff: These ornate carved staves are topped with a double-headed duralloy eagle, wings spread at right angles to the staff itself. These wings are actually sharpened blades, enabling wielders to use the Hawkstaff to attack with a scything motion. Hawkstaffs are most frequently carried by Psychomagi as a symbol of authority, and one is pictured on pg. 60 of the Waste World rulebook. Those carried by higher-ranking Psychomagi are often inlaid with semi-precious stones and metals, and cost several times the listed price. They use their own slot of the Staff skill.
Hubla'kat: This viscous weapon is the nearl exclusive province of the exiled Ikarean Downcasts and resembles a hawkstaff, except for the bair of hooks that replace the spread wings of that weapon. During close combat, these hooks can be used to catch flying opponents and drag them to the ground (with an contested ST roll) or made to open into man-catchers with a twist of the handle. Those held by the man-catcher suffer no damage as long as they do not struggle, but attempts to escape give the wielder a free attack with a +4 to hit. The hubla'kat requires its own slot of the Staff skill.
Injector Bolts: These specialised crossbow bolts have sharp hollow tips that hold a single dose of a drug or poison. Fired from a crossbow or wrist-caster, they inject the substance into any target they successfully damage. Each bolt only does half damage, but all successes on the attack roll are applied to cancelling the defender's armor. If they penetrate the armor and wound the target, the poison is injected. The bolts cost double the normal price, and the drug or poison must be purchased separately.
Jetspear: This duralloy spear features 2 tiny jet thrusters located just below the head. When thrown, an onboard mechanism in the Jetspear fires the thrusters, hurtling the spear at increasing velocity along its thrown trajectory, increasing the range and impact of the weapon. A roll of 1 when throwing this weapon means that the Drakonium cell has been exhausted and must be replaced. The Damage Rating on the left of the slash is used for melee attacks, while the Damage Rating on the right is used for thrown attacks. This weapon uses its own slot of the Spear skill.
Lance: Lances are essentially 3 meter long spears used from the back of a mount, and range from scavenged metal poles with sharp points to ornately carved wooden weapons with dagger-like tips. They are used with mounted charges and are especially popular among those primitive skavenger tribes that make extensive use of mounts such as saddle reptars or destriers. When used from a mount the lance user can, if he chooses, use his mount's ST instead of his own to determine the damage inflicted. Lances use their own slot of the Spear skill.
Laser Signet: Micro-sized one-shot lasers are often concealed in the signet rings of many Ikarean nobles, serving as a last-ditch and unexpected weapon in desperate or unusual situations. They vary greatly in design and elaboration, and often feature the noble's bloodline shield encrusted with precious stones. This weapon only fires a single shot before its battery is exhausted, and requires a full 24 hours to recharge itself from the body's natural electricity. The above cost is for a basic gold ring with sem-precious inlay; more extravagant rings cost considerably more. Laser signets use their own slot of the Pistol skill.
Mace/Hammer: Maces and hammers are ancient weapons, consisting of hard bludgeoning heads affixed to stout handles. Many feature hard spikes, studs and flanges to improve their damage potential. They are easily created using primitive technology, although they are better weapons than ordinary clubs.
Pistol Crossbow: Essentially just a smaller version of a crossbow that can be used in a single hand, the pistol crossbow is a favorite weapon among Wastelanders and Skavengers. Like normal crossbows they usually feature magazines, but can be purchased for 30 credits if they don't. In such cases the pistol crossbow must be reloaded after every shot. A few Ikarean assassins use them, loaded with injector bolts, because such weapons are extremely silent. They use their own slot of the Bow skill.
Pole-Talon: These attractive polearms are 2.5 meters long and feature long, tapering duralloy points festooned with a handful of curving barbs. A Sentinel is pictured holding one on pg. 57 of the Waste World rulebook. Carried by Ikarean Sentinels, they are used to stab or snag opponents. A snag attack causes damage as normal, but also hooks the opponent's clothing or armor on the talons. Doing so requires that the user make his attack with a -3 penalty. If successful the target is impeded (suffering a -3 on all actions) and held away from the Sentinel, and the Sentinel may attempt to twist the target to the ground and pin them (a contested ST roll is needed). Up to 4 Sentinels may combine their efforts to subdue and pin a single target (providing they all successfully snag the target). This counts as a Special Weapon.
Sentinel Sword: These slightly curved, single-edged short swords are carried by Ikarean Sentinels as a badge of office. Each is a mere 0.5 meters in length with a pronged hilt (useful for parrying), and is forged of quality duralloy. One is pictured on pg. 57 of the Waste World rulebook. They use the Short Sword slot of the Sword skill.
Spear/Forked Spear: Spears are among the most primitive but successful weapons created, and can be used in melee or thrown at a target. They can be crafted out of many materials, but seldom feature duralloy heads. Their very ease of creation and versatility of use has made them popular weapons among many of the more primitive Skavenger tribes, and these warriors often embellish them with pieces of victims (such as hair, fingers, or bone). Ikarean raiders often keep such primitive weapons as the spoils of battle, displaying them proudly as trophies. Forked weapons such as tridents function identically, but are more prone to feature duralloy heads, especially as they are used by some Promethean gladiators. Duralloy heads grant these weapons an additional +1 damage. One handed spears and forks use the above statistics, while two-handed ones do 1M+1 damage (1M+2 if they have duralloy heads).
Throwing Darts: Throwing darts cover a wide range of small, concealable throwing weapons, including the shuriken (throwing stars) used by the ninja of the Shogunate, the ornate darts called "feathers" used in some Ikarean games of skill, and even small throwing knives. They are seldom effective as weapons, and even ninja use them primarily to deter pursuers. Of course, they can be coated with a single dose of a poison or drug. Possession of shuriken in the Shogunate is punsihable by death. These weapons all use the Throwing skill, and are considered non-aerodynamic weapons for purposes of throwing range.
Tri-rang: Favored by some Ikarean hunters, the tri-rang consists of three curved duralloy blades attached to a hub of plastic. Thrown correctly, it can be made to strike a target and continue along its path to return to the thrower. A successful roll hits the target, while a second successful roll is required to catch the tri-rang as it returns. Failure on the second roll means that it has passed the thrower, while a fumble indicates the thrower is struck by the returning tri-rang (make a third roll to see how badly). A critical hit inflicted with the tri-rang indicates that it is stuck in the target. The tri-rang counts as a Special Weapon, and is an aerodynamic weapon when calculating thrown range.
Wrist-Caster: These weapons are tiny crossbows, worn on the wrist and fired by flexing the hand's index finger. Used as backup weapons by many Wastelanders and Skavengers, some Ikareans use well-crafted and beautiful wrist-casters as bacckup weapons as well (although they tend to load injector bolts). Few wrist-casters feature magazines of bolts, and therefore have to be reloaded after each shot. On the other hand, Ikarean wrist-casters usually do feature small magazines of wrist-darts, and therefore cost 50 credits. Wrist-casters use their own slot of the Pistol skill (not the Bow skill).
Armor | AR Rating | Cost | Availability |
Force Buckler | -- | 2M | 1 |
Shimmersilk | Special | 1M | 1 |
Shimmersilk Cape: While MirrorChrome can be applied fairly easily to hard, smooth surfaces, attempts to use the same principles on more pliable items (such as clothing) have proven nearly impossible and extremely expensive. Only a few skilled Ikarean artisans have managed to create a mirror-like fabric (called shimmersilk). While it is much less effective than MirrorChrome (granting only AR 6 against laser weapons, and then typically only against attacks from the rear), it has become fashionable to wear shimmersilk cloaks and capes - especially among duellists. Primarily enjoyed as a statement of style, it also protects against laser shots to the character's back made by unsporting duelling rivals who decide to turn and fire before marking their full 10 paces.
Vehicle | MX | LF | AR | PS | CC | C | Notes: |
Skimmerdisk | 160 | 10 | 2 | 1 | 0.25 | 1M | Can mount a single, foreward-firing weapon |