Renaissance Weapons: Racial
Orcish Hand-cannon
- Orcish Weapon (1H)
25,000 EC
2d8:dmg (m)
×3:crit
20’ range
15 lbs.
Piercing
OHC Bullets (20)
2000 EC 1/2 lbs
These Pistols are favored by orcs and half orcs, they are known for the painful wounds they cause. you get a +4 bonus to any intimidate checks made when pointing a orcish hand-cannon at your target.
Dwarven Scattergun
Dwarven Weapon (2H)
60,000 EC
* (m)
* :crit
15’ range
10 lbs.
Piercing
DSG Shells (20)
5000 EC 1/2 lbs
* Shotguns Deal 4d4 Damage, but this damage is reduced by 1d4 for each range increment of the attack beyond the first.
Dwarven Scatterguns are the finest shotguns available. they have increase range and are masterwork weapons.
Elven Long`barrel
- Elven Weapon (2H)
30,000 EC
1d12:dmg (m)
×3:crit
150’ range
8 lbs.
Piercing
ELB Shells (20)
2500 EC 1/2 lbs
Elven long`barrels are lighter rifles with a extremely long range than standard rifles, elves and half elves favor them, acquiring one as a non elf is extremely difficult.
Halfling Throwing Knives
Halfling Weapon (1H)
1000 EC
1d4:dmg (s)
19-20/×2:crit
25’ range
1/10th lbs.
Piercing
These throwing knives are finely crafted and balanced. they deal more damage and can be thrown farther than normal knives, in addition all halfling throwing knives are masterwork.
Pack Tomahawk
- Lupine Weapon (1H)
3000 EC
1d8:dmg (s) 1d10:dmg (m)
×2:crit
15’ range
2(s) 4(m) lbs.
Slashing
The Pack tomahawk is the favorite melee weapon of the Lupine races, acquiring one as a non Lupine would be extremely difficult.
Gnomish Contraption
25,000 EC
1d10:dmg (s)
Special :crit
30’ range
4 lbs.
Piercing or other*
GC Charges (20)
2000 EC 1/2 lbs
Each contraption is unique, they are similar to heavy pistols but are the combination of more advanced technology and primitive components, they each is configured to a random damage type, though some still fire slugs; most use charges which break down into energy pelts, some are elemental energy, others technological.
eg. A Gnomish contraption built using parts from a federation phaser could fire a nadion pulse, dealing phaser damage, it however could not be a beam due to the way they are designed.
Contraption Critical Chart:
1 - Weapon malfunctions, you take damage instead of target.
2-3 - No damage, weapon Misfires
4-5 x2 Critical
6-14 x3 Critical Multiplier
15-17 x4 Critical Multiplier
18-19 x5 Critical Multiplier
20 x3 Critical Multiplier - Damage Type changed to Force damage.