Weapons

Chainsabre

An iconic terror of the battlefield, this sword’s edge is a row of serrated teeth driven by a compact, pressurized steam engine. With the pull of a trigger, the blade roars to life, capable of rending flesh, armor, and even light machinery.

Price: 200 gp
Bulk: 2
Ammunition: Steam Cartridge (2 gp each, 1 hour continuous use or 20 attacks)
Damage: 1d12 slashing + 1d4 persistent bleed
Traits:

  • Two-Hand d12
  • Forceful
  • Pressurized
  • Volatile (on a natural 1, 5% chance of explosion: 2d6 fire damage to wielder)
  • Loud
    Special:
  • Revved Assault: [2-action] If you Strike a creature that is flat-footed to you with the chainsabre, you deal an extra 1d6 slashing damage and 1d6 persistent bleed.
  • Grind Through: On a critical hit, ignore 3 points of Hardness or resistance.

Repeater Pike

This long, steel-shafted weapon combines a bayonet-tipped rifle and a repeating steam spike launcher, ideal for both formation defense and deadly charges.

Price: 180 gp
Bulk: 3
Ammunition: Steam Cartridge (2 gp each, 10 shots)
Damage: 1d8 piercing + 1d6 fire (ranged) or 1d10 piercing (melee)
Range: 60 ft. (ranged spike)
Traits:

  • Reach
  • Reload 0 (as long as loaded cartridge remains)
  • Pressurized
  • Volatile (on a natural 1, 5% chance of explosion: 2d6 fire damage to wielder)
  • Trip
    Special:
  • Steam Burst: [2-action] Make a melee Strike. On a hit, you can immediately make a ranged Strike against another target within 30 ft. as steam pressure launches a spike.

Steam Bolter Pistol

A heavy, compact sidearm with a revolving steam cartridge system. Each shot erupts with a sharp crack and a spurt of steam.

Price: 90 gp
Bulk: 1
Ammunition: Steam Cartridge (2 gp each, 6 shots per reload)
Damage: 1d8 piercing + 1d6 fire
Range: 60 ft.
Traits:

  • Fatal d12
  • Pressurized
  • Loud
  • Volatile (as above)
    Special:
  • Rapid Fire: [2-action] Make two Strikes with a –2 penalty each against the same or different targets.

Harpoon Gun

Favored by airship corsairs, this launcher fires a barbed harpoon trailing a steel cable, ideal for boarding actions or pinning foes.

Price: 150 gp
Bulk: 3
Ammunition: Steam Canister (15 gp each, 3 shots per canister)
Damage: 2d8 piercing (plus grapple if desired)
Range: 80 ft.
Traits:

  • Reload 1
  • Pressurized
  • Grapple (on a hit, attempt an Athletics check to Grapple as a free action)
  • Volatile
    Special:
  • Boarding Line: On a critical hit, you may immediately move adjacent to the target as a reaction, as the harpoon cable reels you in.

Net Launcher

This heavy device can fire a weighted net up to 40 feet, powered by a burst of steam pressure.

Price: 75 gp
Bulk: 2
Ammunition: Steam Cartridge (2 gp each, 1 shot per cartridge)
Damage: — (entangles rather than wounds)
Range: 40 ft.
Traits:

  • Pressurized
  • Reload 1
  • Volatile
    Special:
  • Ensnare: On a hit, the target is restrained (Escape DC 22). On a critical hit, the target is immobilized and flat-footed until Escape.

Steam-Powered Maul (“Thunderhead”)

This massive two-handed hammer features intricate pressure valves and a reinforced head. With the squeeze of a trigger, a built-in steam canister releases a deafening burst, propelling the head with tremendous force and a cloud of hissing vapor.

Price: 220 gp
Bulk: 3
Ammunition: Steam Cartridge (2 gp each, 5 bursts per reload)
Damage: 2d8 bludgeoning (melee)
Hands: 2
Traits:

  • Two-Hand d12
  • Forceful
  • Pressurized
  • Shove
  • Volatile (on a natural 1, 5% chance of explosion: 2d6 fire to wielder)
  • Loud

Special:

  • Steam Burst: [1 action, Pressurized] When you make a Strike, you may pull the trigger to expend 1 charge from a loaded Steam Cartridge. If you do, add 1d8 bludgeoning damage and 1d6 sonic damage to the attack. On a critical hit, you can attempt to Shove the target as a free action with a +2 circumstance bonus to the Athletics check.
  • Thunderous Impact: On a successful Steam Burst critical hit, a 15-foot cone extends from the head of the hammer. All creatures in that cone must succeed at a DC 22 Fortitude save or be deafened for 1 minute and pushed 5 feet away from the cone’s origin on a failure (no effect on a success).

GM Note:
All steam weapons listed above require daily maintenance (10 minutes, Crafting DC 25 or Engineering Lore DC 25) or risk malfunction (on a critical failure, treat as a Steam Explosion hazard).