High End Weapons

When a problem needs to be solved in as graphic a manner as possible.

If there's one thing the new world doesn't lack, it's ways to kill people. High End Weapons are in particular demand, their efficacy in putting down everything from corpo-cop hit squads to tarantuline mutant threats means that everybody wants one, and there's usually not enough to go around of the really good ones. Made from exotic materials, built with futuristic methods, and charged with advanced tech, these things will level any playing field. They're worth killing for, and often, they change hands in bloody ways.

Weapon +1, +2, or +3
Weapon (any), uncommon (+1), rare (+2), or very rare (+3)

You have a bonus to attack and damage rolls made with this high end weapon. The bonus is determined by the weapon's rarity.

+1 Weapons are generally made from advanced materials, be capable of channeling the explosive forces of bullets better or more accurately, monofilimant edges, and similar.
+2 Weapons generally have the advantages of the above, and some mechanical component, they may vibrate at the frequency of what they strike to cause harmonic-destruction, or use special mechanisms to electromagnetically or gravitically accelerate rounds.
+3 Weapons are the bleeding edge of killing technologies, utilizing advanced phasing technologies to bypass defenses, nanotechnological enhancements, or high energy states such as coherent light or plasma charges that enhance the nature of the projectiles they fire.

Ammo +1, +2, or +3

Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)

You have a bonus to attack and damage rolls made with this piece of high end ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer high end.

+1 Ammo is generally made from enhanced materials, such as being designed to fracture or on impact to convert the maximum amount of kinetic energy into the target, or are made from materials intended to penetrate armor more easily.
+2 Ammo is generally mechanical in some nature, there might be a powered drill on the tip, an internal battery to charge it with electricity, a fragmentary explosive within it, or it might be a gyrojet round.
+3 Ammo is generally bleeding edge and experimental, including such things as anti-matter conversion, short term singularity generation, plasma discharge, or digitally uploading a small space around itself upon impact.

Vicious Weapon
Weapon (any), rare

When you roll a 20 on your attack roll with this hi-end weapon, the target takes an extra 7 damage of the weapon's type.

Thermofilament Blade
Weapon (any sword), rare (requires installation)

You can use a bonus action to speak this high-end sword's activation phrase, causing the blade to glow white-hot. This glow sheds bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is on, it deals an extra 2d6 fire damage to any target it hits. The heat lasts until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Fractal Blade
Weapon (any sword that deals slashing damage), very rare (requires attunement)

This highly advanced blade uses nanotechnology to constantly produce a vibrating Fractal Edge effect along it's entire length, allowing it to slice through the molecular bonds of objects it cuts. Due to the ubiquitous nature of nanites in most biological entities, it is not quite as effective in slicing living things as it is in slicing inanimate objects, but short of certain highly experimental technologies, it is often the final word in cutting technology.

Installation: When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10- foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

The Spider-Fucker 9001 Mk.69

Weapon (any sword that deals slashing damage), legendary (requires attunement)

This highly advanced weapon was designed specifically for the elite mutant slayers teams of Slyth & Jabber. It has gone through many iterations in design, with the original having been designed specifically for countering the infamous 'Jabberslyth' that was the spear head of the original mutant incursion from the Tarantulina Peninsula. It has since that time been improved, and improved again, using nano-fractal edge technologies, gravitic manipulation, and a barely chained blood thirsty AI with a desire to snick the heads off anything and everything when it is pulled from it's sheath. The Spider-Fucker is the ultimate in mutant slaying technologies, analyzing it's target as the fight progresses with some of the most advanced biometric scanners available to modern man. Once it has identified a point of absolute vital vulnerability, usually the head (though there are rumors of variants that look for other targets, the 'standard version', in-so-far as a 'standard' spider-fucker exists, focuses exclusively upon removing the head of a target), it will seek to remove it as quickly and efficiently as possible, using it's gravitic manipulations and built in gyrojets to direct the blows towards that location.

*S&J advises against using any net-enabled terminal, regardless of dark or corpo, for running digital maintenance and drive cleanup/defragmentation routines on The Spider-Fucker 9001 Mk.69. S&J is not liable for any damage caused by the escaped The Spider-Fucker 9001 Mk.69 patented Decapitator.AI strong artificial intelligence from it's chaining routines in this event.

Installation: You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Power Fist

Common Rarity, Light, Martial Weapon, Light, 4lb
2d4 Bludgeoning

A pneumatic weapon worn over the forearm for the purposes of increasing punching power, usually found at old construction sites and the outskirts of recently erected megacities. It's difficult to disarm the wielder of one of these without cutting their arm off.

The target is pushed five feet in the opposite direction of the user of the Power Fist.

Filly Single Action Army

Rare Revolver, $$15000
1d8+1 piercing damage

Despite the insistence of experts that the engravings offer no tactical advantage, attack and damage rolls made with it gain a +1 bonus.

When making an attack roll with this weapon, you can ignore all cover provided that there is a solid surface near the target to ricochet the bullet off of.

You also have advantage on charisma (intimidation) checks while holding this weapon in your hand.

The Virtuous Buffalo
Rare, Light, Martial, 1 pound, Reload 4 Requires no ammo
Range 100/300, 2d4 kinetic damage

This indivisible particle smasher fires a concentrated blast of particle smashing energy, pulverizing cells and matter as if it was nothing! Reloading is for the weal, so this little popper requires no ammunition. Instead, it has an internal battery that holds up to 4 charges, after which the creature using this weapon must spend an action to recharge it by pulling the plunger on on the back.

ON a critical hit, if this weapon deals a killing blow, a creature struck by the beam is reduced to a fine grey dust.

"Pack up the tea boys, we're joinin' the Space Marines!"

Kaiju Killer
Large Buster Sword, Rare Rarity, $$100,000 requires installation
4d6 slashing, Heavy, Two-Handed

That thing was too big to be called a sword.

This weapon deals an extra 3d6 against Kaiju that are size Large or greater.

SLAM-77 "Grudge" Rifle
Weapon (rifle), very rare, implant

This AI-assisted combat rifle requires its wielder to have a synchronization module implanted in order to take advantage of its benefits. The haptic feedback on the rifle helps deal with combat shock by giving the attuned wielder a quick burst of rage endorphins when pulling the trigger, filling them with a sense of righteous anger that erases the guilt of shooting at another person.
The wielder can target a foe and speak the command activation phrase "Get rekt, scrub" to focus the AI assistant's ire on that individual alone. Until the rifle's memory cache empties (which takes seven days) or until the target is killed, you gain advantage on attack rolls with the rifle against that individual. The target gains no benefit from cover other than total cover, you suffer no disadvantage from attacking them at long range, and they take an additional 3d6 piercing damage on a successful attack.

When the target dies, the memory cache empties, but the cycling process requires 24 hours to accept a new chosen foe. You can only have one chosen foe at a time.

Until the target dies or the memory cache empties, you have disadvantage on attack rolls with all other weapons as the AI gets pissy about your unfinished business.

Name Note: This gun is named after Brigadier General Samuel Lyman Atwood Marshall (aka "Slam"), the author of Men Against Fire, a book about how hard it is for soldiers to actually shoot at other people, and 1977, the year of his death.

Copyright Sword
Legendary (RESTRICTED) Weapon

At first glance, the weapon looks like a fancy metal baton. But when you turn it on. A blade made of light and plasma shoots out. The blade can cut through just about anything, you can use a reaction to deflect a single projectile, and once per long rest you can deflect a tech spell as a reaction (must beat the caster's tech DC+Tech Level). The weapon is finesse and deals 1D20 damage. WARNING!!!: using this weapon will result in the mouse corporation hunting you and your loved ones down for copyright infringement!!!

Graviton Beam Emitter
Legendary, light, loading, two-handed, requires Installation
4d10 Piercing 2lb (range 150/600)

When using a ranged attack with this weapon, the user is thrown the opposite direction of the shot 1d6 x 10 feet. The user suffers 1d6 bludgeoning damage for every 10 feet it was thrown.

The Party Gun
Legendary, Martial Ranged Weapon, Heavy, Two Handed, Siege*, requires Installation
7d8 Thunder+4d8 Kinetic damage, Range 100/300

A gun made when two stoners in a militech and party company put their heads together over a stack of ancient ass vinyls. The idea was to, basically, have a portable sound system that could also act as a weapon should the party get too crunked. This is the result.

Featuring a bass drop firing system, this off-white heavy weapon fires blasts of sonic energy with explosive impact. Also, it's fun at parties.

Creatures struck by a blast from this weapon must make a dc 17 strength check or be knocked back 20 feet. As an action, wielder may switch to Party Mode, changing attack range to a 50 foot cone and reducing damage to 3d6 Thunder+2d8 Kinetic, removing the knock back effect. The wielder may use an action to switch back to Single Fire mode.

This weapon being fired can be heard up to 300 feet.

The Beat Stick of Kings
Legendary, Versatile (1d8), requires Installation
1d6+3 blunt/piercing damage

This +3 Baseball Bat appears to be a normal polywood bat with various epithets, lewd drawings, and statements of machismo carved and spray painted onto it. It has several large, slightly bent, nails hammered through end of it. It is said that whoever wields this illustrious weapon of undercity violence will be able to unite the gangs of any undercity, perhaps the entire world, and rule as king below! When picked up by someone of rebel alignment who is a member of a gang, they immediately gain advantage on all cha tests involving gangers and rebels, and may use the following abilities:

At will: Bless (as a 5th level spell, may only target members of undercity gangs)
3/day: Summon 2d10 gangers of random races, they remain for the duration of the fight then fuck off to whatever they were doing once the riot is over.

If the wielder of the beat stick of kings ever sells out to the corpos, accepting their money in payment for services rather than beating it out of them, the beat stick of kings immediately becomes a common, nontechnical, baseball bat, and vanishes from their possessions the next time they take their eyes off of it, to eventually reappear before someone more worthy.

<Back to Loot
<<Back to Front Page