Melee weapon

Standard

Bastard sword : 30 GP

Avalon trains Knights. And what is a Knight without a trusty sword? These straight alpha element blades are sharpened to a razor’s edge. Their thick hilts, weighted pommels, and extendible handles allow them to be used with one hand or both without sacrificing their balance. One press of a button, and the handle lengthens as its weight is reconfigured for optimal cutting power.

Attack Damages Violence Reach Energy Effect(s)
One-handed 4D6 (12) + Strength + Dexterity (Finecrafted) 2D6 (6) Contact - Finecrafted ; Finecrafted
Two-handed 4D6 (12) + Strength + Strength (Weighted) 3D6 (9) Contact - Two-handed ; Weighted ; Two-handed ; Weighted

Battle axe : 30 GP

This melee weapon is designed to lethally sweep through hordes of enemies. It is powered by self-powered magnetic accelerators, making its swings faster, harder, and effective even against lone targets.

Attack Damages Violence Reach Energy Effect(s)
Melee 4D6 (12) + Strength + Strength (Weighted) 3D6 (9) + 3 Contact - Two-handed ; Heavy ; Weighted ; Heavy ; Two-handed ; Ultraviolence ; Ultraviolence ; Weighted

Combat knife : 15 GP

All soldiers worth their salt learn how to fight with a knife. Avalon’s combat knives are made from an almost indestructible alpha element alloy. Sabre-shaped blades with a sawback for added utility. Solid handle guard. In short, a simple, functional blade that can cut an enemy’s throat in silence or slash and stab foes when cornered.

Attack Damages Violence Reach Energy Effect(s)
Melee 3D6 (9) + Strength + Dexterity (Finecrafted) 1D6 (3) Contact - Finecrafted ; Twinned (ambidextrous) ; Finecrafted ; Silencer ; Silencer ; Twinned (ambidextrous)

Detachable shield : 20 GP

This square shield was designed to protect Knights in melee combat. Four panels with toothed edges can deploy to increase its covered area as well as its lethality. At the centre of the shield is a single-use, front-facing directional explosive charge, for extreme situations. Using the charge is done with the shield firmly anchored in the ground. If the ground is made of concrete, its user just has to pound it in harder!

Attack Damages Violence Reach Energy Effect(s)
Melee 1 + Strength 1 Contact - Defence (2) ; Defence (2) ; Twinned (ambidextrous) ; Twinned (ambidextrous)
Ranged (shield deployed) 2D6 (6) + 6 2D6 (6) + 6 Short - Anti-Anathema ; Anti-Anathema ; Clip (1) ; Clip (1) ; Radiance (4) ; Radiance (4)

Hammerpike : 10 GP

A heavy hammer made entirely of metal with an octagonal shaped head at one end and a curved pick on the other. Common among squires, who use it as much as a tool as they do as a weapon. Just in case, a single shot 8-inch calibre cartridge filled with radiant-incendiary buckshot is encased at the end of the handle, allowing for one devastating short-range explosive attack.

Attack Damages Violence Reach Energy Effect(s)
Melee 3D6 (9) + Strength 1D6 (3) Contact - Armour-piercing (40) ; Armour-piercing (40)
Ranged 3D6 (9) + 12 3D6 (9) + 12 Short - Clip (1) ; Clip (1) ; Continuous damage (3) ; Continuous damage (3) ; Scatter (3) ; Radiance (2) ; Radiance (2) ; Scatter (3)

Heavy cestus : 20 GP

Some Knights prefer to let their fists do the talking, and so Gawain made these weapons for them. Heavy cestuses slip over meta-armour gauntlets before punching hostiles in the face. They are made of heavy, durable alloy, with added spikes capable of smashing through armour plating. Hook, jab, uppercut–or chop, smack, and throttle. A fit for all hand-to-hand styles.

Attack Damages Violence Reach Energy Effect(s)
Melee 3D6 (9) + Strength + Strength (Weighted) 1D6 (3) Contact - Twinned (akimbo) ; Weighted ; Twinned (akimbo) ; Weighted

Morning star : 15 GP

Morning stars, or spiked maces, are reinforced tungsten cylinders topped with a set of long, razor-sharp claws. This sturdy, no-nonsense tool gets the job done, crushing and slicing foes into a bloody mess.

Attack Damages Violence Reach Energy Effect(s)
Melee 3D6 (9) + Strength + Strength (Weighted) 1D6 (3) Contact - Weighted ; Weighted

Piston-activated piercing lance : 30 GP

Abattoirs often use captive bolt pistols to ‘stun’ livestock before killing them. Old penetrating stunners used pointed bolts propelled at great speed to enter the animal’s cranium dealing catastrophic damage before returning to its resting position in the pistol chamber. This principle was reworked in order to provide new Knights with an easy-to-use polearm. The resulting weapon resembles a plain, long black staff with a slight widening at its tip. When striking an enemy, a 20-inch alpha element spike pierces the target for a fraction of a second before returning to the lance’s haft.

Attack Damages Violence Reach Energy Effect(s)
Melee 5D6 (15) + Strength 1D6 (3) Contact - Armour-piercing (20) ; Defence (2) ; Defence (2) ; Two-handed ; Armour-piercing (20) ; Two-handed

Taser baton : 25 GP

This pair of batons with electrified tips is used to neutralize targets without causing their death. Although it causes terrible wounds and burns, the shock is so strong that it can stun even an Anathema creature.

Attack Damages Violence Reach Energy Effect(s)
Melee 3D6 (9) + Strength 2D6 (6) Contact - Barrage (2) ; Barrage (2) ; Stun (2) ; Two-handed ; Stun (2) ; Two-handed

Advanced

Charged flail : 55 GP

Charged flails contain a field generator in their head that feeds off the armour’s power reserves. Each time it strikes it unleashes a shockwave strong enough to turn concrete walls to rubble or send several enemies flying. Given the severity of the impact, the weapon’s head is at the end of a lengthy chain to avoid its user suffering a backlash due to close proximity with the wave. Given the skill required to not get hit by the weapon rebounding off a target–a sure-fire way for the wielder to lose their head– these weapons are only meant for masters of melee combat. Flail heads can be modified in the workshop to shape their user’s taste; bull and lion heads are currently in vogue.

Attack Damages Violence Reach Energy Effect(s)
Melee 7D6 (21) + Strength 4D6 (12) Contact 1 Barrage (3) ; Barrage (3) ; Chain attack ; Stun (2) ; Scatter (3) ; Chain attack ; Scatter (3) ; Stun (2) ; [Backfire] ; [Backfire]

Charged gauntlet : 30 GP

A charged gauntlet replaces one of a meta-armour’s gloves from elbow to fingertip. Beneath its protective exterior are concealed a number of kinetic field generators, humming and sometimes sending electricity arcing outward when the wearer uses it to send an enemy flying into the background. These gauntlets can also be used defensively. By shielding themselves with their arm, charged gauntlet wielders generate a localised force field that hinders enemy attacks.

Attack Damages Violence Reach Energy Effect(s)
Melee 5D6 (15) + Strength 2D6 (6) Contact - Stun (2) ; Twinned (akimbo) ; Stun (2) ; Twinned (akimbo) ; Defence (2) (1 EP) ; Defence (2) (1 EP)

Clampjaw trident : 50 GP

There are many times when a Knight wants to keep a creature of the Anathema from attacking those they are trying to protect. This trident was designed to immobilise all creatures great and small, eviscerating them into the bargain. It is comprised of one central pike with two serrated, foldable blades on either side. These teethed blades can either combine with the central pike to form a large spearhead that springs open when thrust inside a target, or fold back onto the weapon’s grip until a blow lands, flipping out to latch onto the target.

Attack Damages Violence Reach Energy Effect(s)
Melee 6D6 (18) + Strength + Dexterity (Finecrafted) 4D6 (12) Contact - Defence (2) ; Defence (2) ; Two-handed ; Finecrafted ; Wounding ; Finecrafted ; Submission ; Submission ; Two-handed ; Wounding

Concussion cestus : 40 GP

The concussive cestus is based on the same technology as the sonic rifle. It is a bulky gauntlet with a powerful sonic emitter set in its palm, directly hooked up to the wielder‘s alpha energy reactor. When the meta-armour‘s wearer hits their target with their open palm, they send a sonic wave forward, knocking enemies out of the way while crushing bones and internal organs. Knights versed in the ways of martial arts use precise manoeuvres to slay their foes in breathtaking, deadly displays of skill. More brutish Knights just slap things until they stay down.

Attack Damages Violence Reach Energy Effect(s)
Melee 6D6 (18) + Strength 3D6 (9) Contact - Stun (1) ; Obliteration ; Obliteration ; Stun (1)

Detachable buckler : 45 GP

Attached to a Knight’s off-hand arm, detachable bucklers are a part of their meta-armour. While folded, it provides passive defensive bonuses without getting in their way. The user can use a two-handed weapon or one in each hand without issue. In short, it is a small arm-mounted shield, lined with big spikes just in case. When unfolded, however, it becomes a full-frontal shield. Combined with a meta-armour’s force field, it helps evade incoming fire and any big pointy teeth that get too close.

Hands-free: While folded, the buckler does not require a hand to be used. Its wearer can use two-handed weapons or a weapon in each hand, but not other shields

Attack Damages Violence Reach Energy Effect(s)
Folded buckler 2 + Strength 2 Contact - Defence (2) ; Defence (2) ; Twinned (ambidextrous) ; Twinned (ambidextrous) ; [Free hand] ; [Free hand]
Unfolded buckler 2 + Strength 2 Contact - Stun (1) ; Defence (3) ; Defence (3) ; Twinned (ambidextrous) ; Reaction (3) ; Reaction (3) ; Stun (1) ; Twinned (ambidextrous)

Fighting staff : 30 GP

Made of ultra-modern alloys, this long fighting stick is a polymer pole tipped at both ends with reinforced alpha element caps. Some are electrified, some have serrated blades on the caps, and all of them are perfectly balanced.

Attack Damages Violence Reach Energy Effect(s)
Melee 3D6 (9) + Strength + Dexterity (Finecrafted) 1D6 (3) Contact - Cadence (2) ; Cadence (2) ; Stun (1) ; Two-handed ; Finecrafted ; Finecrafted ; Stun (1) ; Two-handed

Flame sabre : 40 GP

This sabre’s unique ability is to burn in combat. Its design is quite ingenious –its hilt draws in air from its surroundings, mixing it with jet fuel in its grip. Superheated flames burst forth from vents along the blade’s edges. When the blade cuts into an enemy, the flames force the wound open, burning flesh and organs as it goes. Its user just needs to remember to refuel it after each battle.

Attack Damages Violence Reach Energy Effect(s)
Melee 5D6 (15) + Strength + Dexterity (Finecrafted) 3D6 (9) Contact - Anti-Anathema ; Anti-Anathema ; Finecrafted ; Twinned (ambidextrous) ; Radiance (4) ; Wounding ; Finecrafted ; Radiance (4) ; Twinned (ambidextrous) ; Wounding

Kinetic scimetar : 40 GP

Smithed from metals found in territories controlled by the darkness combined with kinetic sword technology, this heavy scimitar is designed for Knights who favour stealth, yet still want a hefty weapon they can bring to bear on larger opponents.

Attack Damages Violence Reach Energy Effect(s)
Melee 3D6 (9) + Strength + Dexterity (Finecrafted) 1D6 (3) Contact - Armour-piercing (30) ; Assassin (2) ; Assassin (2) ; Two-handed ; Finecrafted ; Finecrafted ; Armour-piercing (30) ; Two-handed

Longsword : 35 GP

In the first few months after Avalon’s founding, some Knights asked for large swords to help them fend off hordes of close range opponents. Gawain designed the armoury’s longswords: heavy, almost indestructible, sharpened to a razor’s edge, and with a large crossguard. When stuck in the ground they resemble a large cross, and some of the more religious Knights have a habit of kneeling in front of it before battle.

Attack Damages Violence Reach Energy Effect(s)
Melee 5D6 (15) + Strength + Strength (Weighted) 5D6 (15) Contact - Stun (1) ; Defence (1) ; Defence (1) ; Two-handed ; Weighted ; Stun (1) ; Two-handed ; Weighted

Piston ram : 40 GP

This weapon is little more than a magnetic piston designed to send a plated metal tube through an armoured door. Attached to a meta-armour’s forearm, it activates when the wearer hits something with their fist or open palm. It also has a jackhammer setting. Not so useful in a combat situation, unless the target is already immobilised, but a guaranteed way to smash through a building.

Attack Damages Violence Reach Energy Effect(s)
Melee 6D6 (18) + Strength + Strength (Weighted) 1D6 (3) Contact - Assisted aim ; Assisted aim ; Stun (1) ; Destructive ; Destructive ; Weighted ; Stun (1) ; Weighted

Plasma torch : 50 GP

This unassuming staff is a plasma cutting torch made for Cyclops division Knights. Air is drawn in at one end, ionised in the shaft, and expelled through an electric arc,creating a jet of plasma at the other end. It is used twohanded, like a spear. Its length keeps adversaries at bay, and its superheated flame (upwards of 32,000 degrees F) is particularly effective against enemies in armour.

Attack Damages Violence Reach Energy Effect(s)
Melee 6D6 (18) + Strength 4D6 (12) Contact - Armour-piercing (60) ; Defence (2) ; Defence (2) ; Destructive ; Destructive ; Two-handed ; Wrath ; Radiance (4) ; Armour-piercing (60) ; Radiance (4) ; Two-handed ; Wrath

Shotgun cestus : 50 GP

This is a dual-action weapon. First, a heavy cestus, with a shotgun barrel strapped to its knuckles. The integrated shotgun firing mechanism is reloaded when the cestus hits something. Or, it can be done with a specific twist of the wrist and sharp backwards forearm movement, like elbowing someone behind the user, or by pulling a lever on the cestus back with the Knight’s other hand.

Attack Damages Violence Reach Energy Effect(s)
Mêlée 4D6 (12) + Strength + Strength (Weighted) 2D6 (6) Contact - Stun (1) ; Twinned (akimbo) ; Weighted ; Wounding ; Stun (1) ; Twinned (akimbo) ; Weighted ; Wounding
Ranged 2D6 (6) + 10 2D6 (6) Medium - Barrage (2) ; Barrage (2) ; Stun (1) ; Twinned (akimbo) ; Wounding ; Stun (1) ; Twinned (akimbo) ; Wounding

Spear of light : 60 GP

Spears of light are based on a simple idea: an alpha element haft connected to a graphene tip containing a powerful UV source. When the spear sticks in an enemy, its tip is propelled forward and remains in the target‘s flesh. The spear almost instantaneously replaces its missing tip with a fresh one made of components from its haft. By hitting the same foe over and over, the wielder can pierce them through with rays of burning light.

Attack Damages Violence Reach Energy Effect(s)
Melee 8D6 (24) + Strength + Dexterity (Finecrafted) 4D6 (12) Contact - Anti-Anathema ; Anti-Anathema ; Two-handed ; Finecrafted ; Radiance (6) ; Finecrafted ; Radiance (6) ; Shadowpurge ; Shadowpurge ; Two-handed

Stiletto : 40 GP

These long, straight, elegant stiletto blades are made from a top secret alloy that can pierce just about anything. Those who master it become known as deadly assassins. It is an invaluable tool against Knights of Darkness or armoured creatures of the Anathema.

Attack Damages Violence Reach Energy Effect(s)
Melee 3D6 (9) + Strength + Dexterity (Finecrafted) 1 Contact - Assisted aim ; Assisted aim ; Finecrafted ; Ignore armour ; Ignore armour ; Twinned (ambidextrous) ; Finecrafted ; Silencer ; Silencer ; Twinned (ambidextrous)

Stun batons : 40 GP

These metal cylinders are always used in pairs. They are excellent clubs in their own right, but their stunning capabilities can put the sturdiest opponents out of commission. Using one with a shield may seem tempting, but their design only really works when both are used. They each have their own power converter, capable of generating a powerful current as often as required
Warning: Listed price is for a pair of stun batons.

Attack Damages Violence Reach Energy Effect(s)
Melee 5D6 (15) + Strength 5D6 (15) Contact - Barrage (4) ; Barrage (4) ; Chain attack ; Stun (4) ; Two-handed ; Chain attack ; Wounding ; Stun (4) ; Two-handed ; Wounding

Rare

Chainwhip : 100 GP

Yojimbos defecting to Avalon sometimes bring interesting Nodachi technology with them. The chainwhip is one of them.

More than just an elongated chainsaw, this weapon is a length of interlocking metal links that serve as a backbone for dozens of individual sawing mechanisms. When not in use it stays coiled around a handle, ready to be unfurled with a flick of the wrist to its battle length. The main ‘links’ are sturdy enough to wrap around powerful creatures without risk of breaking. The teeth on each of the cutting chains are made of tungsten carbide, capable of easily cutting through steel and concrete. The chainsaw segments rotate with enough force to keep the main structure of the weapon steady, allowing it to bend and perform precise strikes when in the hands of a competent Knight. One of its highlights is its ability to grip metal, stone, flesh, and bone, and latch onto it like a ravenous shark, holding a target fast while simultaneously shredding it.

Attack Damages Violence Reach Energy Effect(s)
Melee 6D6 (18) + Strength + Dexterity (Finecrafted) 6D6 (18) Short - Cadence (3) ; Cadence (3) ; Destructive ; Destructive ; Two-handed ; Finecrafted ; Wrath ; Finecrafted ; Submission ; Submission ; Two-handed ; Wrath

Fracture cestus : 80 GP

Fracture cestuses are demolition tools designed to clear a path for a banner of Knights in urban settings. Its use is straightforward. Punching a surface releases a powerful vibrating shockwave, crumbling matter on a molecular level. 30 foot walls turn to rubble, machines crumble to heaps of scrap, and bones shatter like porcelain on rocky ground.

Attack Damages Violence Reach Energy Effect(s)
Melee 6D6 (18) + Strength 3D6 (9) Contact 1 Anti-vehicle ; Anti-vehicle ; Stun (2) ; Defence (2) ; Defence (2) ; Destructive ; Destructive ; Ignore armour ; Ignore armour ; Twinned (akimbo) ; Stun (2) ; Twinned (akimbo)

Kinetic sword : 70 GP

One of Gawain’s upgrades was encasing tools in localised force fields in order to safely work with alpha element samples. The results were so effective that he decided to make a weapon based on the same technology. Kinetic swords are long, thin, rapier-like blades. They are made from an alpha element alloy, folded many times like Damascus steel or a traditional katana. A modulator in their hilts surrounds the blade with an extended version of the user’s meta-armour force field, then modifies it to cause high frequency vibrations. Flesh that comes into contact with the vibrating force field scatters like sawdust from a wood chipper. Armour and metal are broken apart in a shower of sparks.

Attack Damages Violence Reach Energy Effect(s)
Melee 6D6 (18) + Strength + Dexterity (Finecrafted) 3D6 (9) Contact - Assisted aim ; Assisted aim ; Defence (2) ; Defence (2) ; Finecrafted ; Twinned (ambidextrous) ; Finecrafted ; Twinned (ambidextrous) ; Ignore armour (1 EP) ; Ignore armour (1 EP)

Magnetic mace : 90 GP

This impressive flanged mace sports eight vertical blades at the end of a 5-foot haft. The grip is connected to its wearer’s meta-armour by a reinforced power cord. The mace’s head is a powerful vertical axis rotating electrostatic field generator, clearly visible behind the blades. Once powered up, the generator imparts an ionic glow to the blades, surrounding them with Saint Elmo’s fires. When the mace hits, power is released in bursts of electric mayhem. Its magnetic field and centripetal force are strong enough to tear reinforced concrete near to shreds.

Attack Damages Violence Reach Energy Effect(s)
Melee 8D6 (24) + Strength + Strength (Weighted) 6D6 (18) Contact - Stun (2) ; Two-handed ; Scatter (3) ; Heavy ; Ignore FF ; Ignore FF ; Weighted ; Heavy ; Radiance (2) ; Radiance (2) ; Scatter (3) ; Stun (2) ; Two-handed ; Weighted

Pavise : 60 GP

Pavises are Avalon’s biggest type of shield. Each pavise houses a field generator that exerts enough force to push a Knight in meta-armour away from the ground. Gawain has found two applications for this side effect. Firstly, the force field itself can deflect most incoming attacks. Secondly, when a pavise’s field receives an additional energy injection, it deviates air around it enough to create a vacuum effect ahead of it. Knights can use this suction effect to launch a particularly powerful charge capable of stunning all but the most resilient of adversaries.
Charging in this manner costs a regular move action, colliding with the target at the end of the move. A Knight already engaged in melee with their target cannot charge at them.

Attack Damages Violence Reach Energy Effect(s)
Pavise 2 + Strength 2 Contact - Defence (4) ; Defence (4) ; Twinned (ambidextrous) ; Reaction (4) ; Reaction (4) ; Twinned (ambidextrous)
Charge 10 + Strength + Strength (Weighted) 1D6 (3) Short - Stun (2) ; Weighted ; Stun (2) ; Weighted

Radiant sword : 70 GP

Some weapons more than others make a hero of their wielder. Radiant swords are as lightweight as titanium, as dense as tungsten, as sharp as alpha element, and as blazingly bright as magnesium. Its hilt can extend like a bastard sword’s, and redistribute its weight to be used with both hands. Microscopic rivulets along the blade’s edge are filled with magnesium. Each time the weapon strikes, or when activated with a flick of the wrist, the magnesium flares up in a burst of light, burning and blinding creatures of the Anathema.

Attack Damages Violence Reach Energy Effect(s)
One-handed 6D6 (18) + Strength + Dexterity (Finecrafted) 3D6 (9) Contact - Anti-Anathema ; Anti-Anathema ; Assisted aim ; Assisted aim ; Finecrafted ; Radiance (6) ; Finecrafted ; Radiance (6)
Two-handed 6D6 (18) + Strength + Strength (Weighted) 6D6 (18) Contact - Anti-Anathema ; Anti-Anathema ; Assisted aim ; Assisted aim ; Two-handed ; Weighted ; Radiance (6) ; Radiance (6) ; Two-handed ; Weighted

Rocket axe : 60 GP

Gawain’s latest weapon invention is the rocket axe. Vents on the sides of the blade act as air intakes for a plasma reactor that increases the weapon’s speed and striking power. Knights who train with this weapon quickly learn how to use the added momentum of its rocket propulsion system to launch themselves at and through several enemies at a time with wide, sweeping attacks. The reactor’s blue flames bring the axe blade and all its components to red-hot temperatures, allowing it to clean itself of stray chunks of flesh, concrete, and even steel that might get stuck in its vents, by burning, melting, or grinding them into dust.

Attack Damages Violence Reach Energy Effect(s)
Melee 6D6 (18) + Strength + Dexterity (Finecrafted) + Strength (Weighted) 4D6 (12) Contact - Assisted aim ; Assisted aim ; Chain attack ; Chain attack ; Finecrafted ; Ignore FF ; Ignore FF ; Weighted ; Finecrafted ; Weighted

Sonic blade : 100 GP

Big and heavy, sonic blades consist of two parallel 5 foot blades and a rotating, serrated alpha element chain that runs between them. Spinning at eight times the speed of sound, the chain emits vibrations that make the air around it appear to shudder. Its engine, encased in the sword’s thick hilt, is powered by the armour’s energy supply. Sonic blades were designed to tear through the toughest armoured vehicles and mecha-armour, such as those belonging to the Nodachi. The faster the chain spins, the better the blade cuts, but at a steeper energy cost.

Attack Damages Violence Reach Energy Effect(s)
Melee 4D6 (12) + Strength 4D6 (12) Contact 1 Anti-vehicle ; Anti-vehicle ; Assisted aim ; Assisted aim ; Two-handed ; Wrath ; Heavy ; Ignore armour ; Ignore armour ; Heavy ; Two-handed ; Wrath ; [Boost] (10) ; [Boost] (10)

Thermal dagger : 65 GP

Medieval stilettos are specialised daggers with bladed edges initially made to thrust through chainmail. Avalon’s stilettos are much the same, albeit with a dense, almost unbreakable alloy. Thermal daggers are similar to stilettos in that regard, but add to their damaging capabilities byinjecting their target with pyrotechnic thermite made of metal powder and metal oxide. Combined with an internal ignition mechanism to kick off its exothermic reaction, this mixture burns at a temperature in excess of 2000 Kelvin, even without oxygen or underwater.

Attack Damages Violence Reach Energy Effect(s)
Melee 2D6 (6) + Strength + Dexterity (Finecrafted) 1 Contact - Assassin (2) ; Assassin (2) ; Continuous damage (6) ; Continuous damage (6) ; Finecrafted ; Ignore armour ; Ignore armour ; Ignore FF ; Ignore FF ; Radiance (4) ; Finecrafted ; Radiance (4)

Thermal lance : 90 GP

A thermal lance is what happens when a clampjaw trident and a thermal stiletto love each other very much. Basically, it is a longspear with a barbed alpha element at the head. Once it sticks in an enemy, however, its barbs spring out like butchers’ hooks, snagging and impaling the target while spraying its insides with ignited thermite. When facing a horde of enemies, an aluminothermic reaction can be maintained at the spear’s tip to frighten and demoralise.

Attack Damages Violence Reach Energy Effect(s)
Melee 7D6 (21) + Strength + Dexterity (Finecrafted) 4D6 (12) Contact - Anti-Anathema ; Anti-Anathema ; Continuous damage (6) ; Continuous damage (6) ; Two-handed ; Finecrafted ; Radiance (4) ; Finecrafted ; Radiance (4) ; Submission ; Submission ; Two-handed

Prestige

Chimera gauntlet : 150 GP

When watching recordings of fights, Merlin realised that there are a number of battlefield geniuses among the ranks of Avalon‘s finest. One thing was keeping them back, though: they lacked weaponry that could adapt to their knack for improvisation. With them in mind, he toiled away at an adaptable weapon, a technological chimera. Like the legendary beast, it would have it all: lion‘s paws, ram‘s head and hind legs, serpent‘s body, claws, fangs, horns, hooves, and venom, all in one package.

Covering the Knight‘s entire forearm, the chimera gauntlet is fixed to the rest of their armour by two tubes going down their back to a thick belt. The belt contains a supply of liquid enriched with metal particles capable of solidifying on demand. The gauntlet itself contains a magnetic and kinetic field manipulator, and is protected by sharp steel scales enhanced with alpha element inlays.

While the simplest applications of this weapon are obvious, they only scratch the surface of its capabilities. Its first uses in the field have shown great promise. Melee fighters use its kinetic field‘s laceration and perforation qualities to add devastating strength to their punches or to chop through thick hides and solid plating. Claws, shields, swords, and lances appear on their forearm in the blink of an eye, answering their needs as a fight goes on. Sharp blades tipped with alpha element scales split into dozens of flying daggers held in magnetic levitation above the wielder‘s gauntlet, ready to be propelled at their foe.

Some Knights shape the glove into improvised bolt throwers capable of launching steel blades or alpha element scales with a strong kinetic impulse. Those that do, however, must take care to replenish their diminishing supply of liquid metal. This means getting close to their enemy, alive or dead, and magnetically summoning their projectiles to return. This may lead to additional punctures and lacerations on their way back, of course.

Special: Rather than one weapon with its own statistics, the chimera gauntlet can change into one or several of a number of other weapons, with all their effects and abilities. For a single energy point and at no action cost, the Knight can change their gauntlet into one of the following weapons from the arsenal: magnetic mace, sonic blade, or radiant sword. They can instead get the combined effects of the following pairs of weapons: a kinetic sword and detachable buckler, two kinetic swords, or two fracture cesti (in order to get the most out of these weapons, they still have to use the Ambidextrous or Akimbo combat styles). All these weapons come with their usual weapon effects, apart from two-handed and heavy which are simply ignored when used this way. The wielder can therefore use a magnetic mace one-handed with no drawbacks.

When this weapon is used as an alpha element bolt thrower, it can be considered the equivalent of a heavy automatic shotgun.

Finally, at no action cost and at will, the Knight can make their weapon (or weapons, see above) change back into a harmless gauntlet once more.

Attack Damages Violence Reach Energy Effect(s)

Fenrir's claws : 120 GP

This prototype has the potential to become Avalon‘s most potent weapon. Its main drawback is its energy cost, requiring a discrete second alpha energy reactor safely protected in a harness placed on the user‘s meta-armour‘s torso.

This harness powers two large magnetic field control gauntlets, giving the meta-armour unparalleled destructive capabilities, but only so long as there is some type of metal nearby. In order to avoid having a user be defenceless in the middle of a desert or a jungle, Merlin tinkered with several other projectiles of varying composition and strength. Fashioning chains and wires into whipping blades. Spinning ball bearings into frenzied clouds of perforating death. Shaping liquid metals into giant cleavers.

Alas, none of these were strong enough to pierce through solid armour backed up by a kinetic field. An elegant solution was to supply ten jointed alpha element blades along with the harness and gloves. They became known as Fenrir‘s claws. When on standby, they float behind the user, almost like a cape. When activated, they fly out like ten gigantic digits ready to slice, crush, and pound their targets. The effects are tremendous, as few targets can withstand blades potent enough to bypass protective fields. The claws can each be sent flying forwards like crossbow bolts. The gloves‘ magnetic manipulations are restricted to the claws, however. Lastly, the wearer can use the claws to carry themselves or haul themselves upwards, as if on giant limbs.

Special: While they are classified as a melee weapon, Fenrir‘s claws can attack up to medium range./n With the claws, the character also gains the effects of a level 3 leap module with the same energy costs./n When using Fenrir‘s claws, the character adds their Acuity to their damage rather than their Strength.

Attack Damages Violence Reach Energy Effect(s)
Melee 8D6 (24) + Acuity ([Sensitive]) 8D6 (24) + 6 Medium - Defence (4) ; Defence (4) ; Two-handed ; Scatter (6) ; Ignore FF ; Ignore FF ; Reaction (4) ; Reaction (4) ; Scatter (6) ; Two-handed ; [Sensitive] ; [Sensitive]

Typhon kinetic hammer : 150 GP

Myth has it that Typhon, son of Gaia and Tartarus, grew to become so great and so terrible that the gods fled Mount Olympus at the sight of him. Born of the Earth, he is the storm and the fury. Vanquished by Zeus, he lies chained beneath Mount Etna. When he stirs, the ground trembles. When he roars, the volcano erupts.

The Typhon kinetic hammer is the most powerful melee weapon Merlin has ever created. At the end of its long haft stands a massive head housing an alpha energy reactor and a kinetic field emitter. On one side of the head is a squat, rounded dome that creates a powerful 300° shockwave when it meets solid matter. The quake shakes the ground up to nearly a hundred feet around the point of impact, turning everything to rubble and leaving a hoof-shaped crater in its wake. The blow is even more impressive in an enclosed space, and reaches twice as far in a corridor. The other side of the head is wedgeshaped, made to strike and split metal and hide, with the kinetic field widening the first gap made by the force of the wielder‘s blow. At the other end of its haft is a sturdy chisel that slams back and forth like a jackhammer when it strikes a solid surface.

The kinetic field itself activates with a sizzling, crackling sound, and the air around the hammer head shimmers as if in anticipation. When it is released (by bringing the rounded hammer head to bear), it can make entire buildings shudder and tremble.

The kinetic field can also be used to propel the hammer by directing its field backwards, sending hammer and Knight rocketing towards their target. This places considerable strain on the reactor, however, and must be backed up with energy provided by the wielder‘s meta-armour.

Special: The user can add the scatter 6 effect to an attack at a cost of 5 EP. This is done by striking the ground and creating a powerful earthquake.

Attack Damages Violence Reach Energy Effect(s)
Melee 12D6 (36) + Strength + Strength (Weighted) 6D6 (18) + 6 Contact - Anti-vehicle ; Anti-vehicle ; Two-handed ; Heavy ; Ignore FF ; Ignore FF ; Weighted ; Heavy ; Two-handed ; Weighted ; Scatter (6) (5 EP) ; Scatter (6) (5 EP)

Wyvern chain sword : 150 GP

The Wyvern is a barbed kinetic chain sword. In its resting state it functions exactly like the kinetic sword it is based on, albeit one that looks more like a saw than a straight blade. When ordered to deploy, it extends outwards. This can be a gently unfurling in a smooth motion, like a roll of silken cloth snaking its way down a gentle incline, or a sharp thrusting jab, propelled forward like a crossbow bolt with enough force to pierce through a steel door. It quadruples in length, giving it the reach of the longest of spears. The kinetic field surrounding its linked blades serves to control its movements and increase its effectiveness at slicing through enemies and obstacles. By flicking their wrist and tightening or relaxing their grip, the wielder can direct the chain in graceful arcs to avoid obstacles or bystanders between them and their target. Its range and speed make it a formidable weapon, but also a dangerous one: the slightest mistake or fumble is likely to send its chain flying into one of the Knight‘s allies or worse, an unsuspecting civilian. Because of the dangers associated with this sword, Merlin has decided to only make it available to those who have shown supreme martial prowess.

Special:

  • Despite being a melee weapon, the chain-sword can attack up to short range.
  • The finecrafted bonus also applies to the sword‘s violence..
Attack Damages Violence Reach Energy Effect(s)
Melee 9D6 (27) + Strength + Dexterity (Finecrafted) 9D6 (27) Short - Artillery ; Artillery ; Defence (2) ; Defence (2) ; Scatter (3) ; Finecrafted ; Wrath ; Ignore armour ; Ignore armour ; Finecrafted ; Scatter (3) ; Wrath ; [Riot-control] ; [Riot-control]

Relic of hope

Battle standard of light : 100 GP

In the Middle Ages, the Abbey of Saint-Denis held the Oriflamme (from Latin aurea flamma, or ‘golden flame’). This was the battle standard of the kings of France when they marched to war. It originated as the sacred banner of the abbey, a monastery near Paris, although copies of the original were kept in many other abbeys. The Oriflamme was long thought to have been lost, but a team of Avalon investigators managed to track it down to a reliquary in a small church in Britanny. Today, the Oriflamme can be taken into battle by a Knight in order to fight despair and eradicate hopelessness. It is a tall, red banner covered in golden flames. When the forces of darkness are close, it radiates blinding light.

Special: The Oriflamme is not a weapon, but it needs to be wielded in at least one hand in order for it to work. The Knight‘s other hand can be used for anything else. Creatures of the Anathema cannot damage or destroy this strange, millennia-old relic.

Effect: While the wielder holds the Oriflamme in hand, any weapons they or their allies use have the ray of hope effect (the PC can choose to use or not use this effect). Furthermore, all creatures of the Anathema in the scene automatically suffer a radiance 6 effect every turn as long as the Knight brandishes the Oriflamme.

Relics of hope

Avalon currently has three relics of hope in its vaults. These items are works of art, be they weapon, jewellery, or armour. All are priceless and irreplaceable, and are only bestowed upon the most worthy Knights. A relic of hope can purge the sickness of despair from those who succumb to Horror, dragging them back to sanity. Their mere presence is enough to shine light on creatures of the Anathema and cause them physical pain. In short, relics of hope are unique boons prized by Avalon in its fight against the dark, and the organisation is always on the lookout for more of them

There is only one copy of each relic of hope.

Attack Damages Violence Reach Energy Effect(s)

Charlemagne‘s coronation sword : 40 GP

This beautiful sword is a composite of various parts added over the centuries. Both sides of the pommel contain engravings of falcons, its crossguard extends in a stylised winged dragon motif, and the handle is encased in gold grip covered in diamond patterns. Its scabbard also bears a plaque decorated in gemstones of various colours, and a length covered in fleur-de-lys embroidery. This regalia was used in French coronations all the way back to Charlemagne, and appears in many songs and tales of old.

It still shines as bright today as it did before, and remains a bladed weapon actually capable of being used as one. Since the arrival of darkness, it seems to glow and pulsate with a soft, comforting aura, soothing its wielder and imparting a powerful sense of serenity unto them.

Special: While the character has Joyeuse in hand, all their hope losses are reduced by 1 point. This effect can stack with other hope loss reduction effects.

Relics of hope

Avalon currently has three relics of hope in its vaults. These items are works of art, be they weapon, jewellery, or armour. All are priceless and irreplaceable, and are only bestowed upon the most worthy Knights. A relic of hope can purge the sickness of despair from those who succumb to Horror, dragging them back to sanity. Their mere presence is enough to shine light on creatures of the Anathema and cause them physical pain. In short, relics of hope are unique boons prized by Avalon in its fight against the dark, and the organisation is always on the lookout for more of them

There is only one copy of each relic of hope.

Attack Damages Violence Reach Energy Effect(s)
Melee 6D6 (18) + Strength 4D6 (12) Contact - Anti-Anathema ; Anti-Anathema ; Ray of hope ; Radiance (4) ; Radiance (4) ; Ray of hope ; Shadowpurge ; Shadowpurge

First spear of Japan : 60 GP

The Tonbokiri is one of three legendary Japanese spears created by the famed swordsmith Masazane Fujiwara. It is said to have been wielded by the daimyō Honda Tadakatsu, a renowned samurai and general of Tokugawa Ieyasu. The spear derives its name from the myth that a dragonfly landed on its blade and was instantly cut in two. Thus tonbo, Japanese for ‘dragonfly,’ and kiri, Japanese for ‘cutting,’ which translates to this spear‘s name as ‘Dragonfly Cutter.’ Few people in Avalon know where the spear comes from; some say it must have been a gift to Arthur from Iwata Kaneda himself.

Relics of hope

Avalon currently has three relics of hope in its vaults. These items are works of art, be they weapon, jewellery, or armour. All are priceless and irreplaceable, and are only bestowed upon the most worthy Knights. A relic of hope can purge the sickness of despair from those who succumb to Horror, dragging them back to sanity. Their mere presence is enough to shine light on creatures of the Anathema and cause them physical pain. In short, relics of hope are unique boons prized by Avalon in its fight against the dark, and the organisation is always on the lookout for more of them

There is only one copy of each relic of hope.

Attack Damages Violence Reach Energy Effect(s)
Melee 8D6 (24) + Strength 2D6 (6) Contact - Anti-Anathema ; Anti-Anathema ; Ray of hope ; Ignore armour ; Ignore armour ; Radiance (2) ; Radiance (2) ; Ray of hope ; Shadowpurge ; Shadowpurge

* Marked effects may have conditions, see the weapon page for more informations

Ranged weapon

Standard

Assault rifle : 30 GP

This rifle is Avalon’s primary mass-produced weapon. Asian Dragon soldiers use it with their exoskeletons. Its nickname comes from its codename, ASKR-1. It is designed to be heavy, cumbersome, and packed to the brim with ammunition. No other assault rifle fires as many rounds per minute. Helmets or ear protection is mandatory to prevent hearing loss when used.

Attack Damages Violence Reach Energy Effect(s)
Ranged 2D6 (6) + 6 3D6 (9) + 9 Long - Barrage (2) ; Barrage (2) ; Two-handed ; Two-handed ; Ultraviolence ; Ultraviolence

Foldable shotgun : 20 GP

These foldable shotguns can be found near fire extinguishers in Camelot’s halls and in all Avalon vehicles. Unhook the gun, unfold the handles until it clicks, pull the handles apart with one sharp tug, the barrel slides out with another click, and the shotgun’s ready to fire. Two circular magazines at the rear of the weapon’s stock allow rapid reloading. Usable out of meta-armour.

Attack Damages Violence Reach Energy Effect(s)
Ranged 2D6 (6) + 10 2D6 (6) Medium - Barrage (2) ; Barrage (2) ; Stun (1) ; Two-handed ; Wounding ; Stun (1) ; Two-handed ; Wounding

Light grenade launcher : 40 GP

This weapon resembles a roided-up pistol that shoots 1.5-inch grenades. Stick a large magazine under its muzzle, arm it, and lob several flavours of ordnance. Explosive, incendiary, and armour-shredding grenades can be cycled through to fit the needs of the user. Switching grenade types takes a full turn during a conflict phase

Attack Damages Violence Reach Energy Effect(s)
Explosive grenade 4D6 (12) 3D6 (9) Medium - Scatter (3) ; Scatter (3)
Amour-shredding grenade 3D6 (9) + 10 1D6 (3) Medium - Destructive ; Destructive
Incendiary grenade 2D6 (6) 3D6 (9) + 10 Medium - Continuous damage (3) ; Continuous damage (3)

Longbow rifle

After one of Avalon’s forward advanced bases was destroyed by colossal creatures of the Anathema, Merlin saw the need for a weapon that could fell even the most titanic enemy from afar, while still holding its own against the more common hordes of foes Knights had to face.

Non-purchasable weapon, usable only by the Ranger

The Knight can add effects to his shots by spending the necessary EPs. For each shot, he can choose up to three different effects from each list, and change them with each shot.

Attack Damages Violence Reach Energy Effect(s)
Base stats 3D6 (9) 1D6 (3) Medium - Assisted aim ; Assisted aim ; Two-handed ; Heavy ; Heavy ; Two-handed ; [Boost] (6) ; [Boost] (6) ; [Better range] (1) (1 EP) * ; [Better range] (1) (1 EP) * ; Armour-piercing (40) (2 EP) ; Stun (1) (2 EP) ; Continuous damage (3) (2 EP) ; Continuous damage (3) (2 EP) ; Holo-targeting (2 EP) ; Holo-targeting (2 EP) ; Armour-piercing (40) (2 EP) ; Silencer (2 EP) ; Silencer (2 EP) ; Stun (1) (2 EP) ; Ultraviolence (2 EP) ; Ultraviolence (2 EP) ; Anti-vehicle (3 EP) ; Anti-vehicle (3 EP) ; Armour-piercing (60) (3 EP) ; Artillery (3 EP) ; Artillery (3 EP) ; Scatter (3) (3 EP) ; Radiance (4) (3 EP) ; Penetration (6) (3 EP) ; Penetration (6) (3 EP) ; Armour-piercing (60) (3 EP) ; Radiance (4) (3 EP) ; Scatter (3) (3 EP)
50GP evolution : Suppl. effects Medium - Anti-Anathema (6 EP) ; Anti-Anathema (6 EP) ; Chain attack (6 EP) ; Demoralising (6 EP) ; Demoralising (6 EP) ; Chain attack (6 EP) ; Wrath (6 EP) ; Ignore armour (6 EP) ; Ignore armour (6 EP) ; Penetration (10) (6 EP) ; Penetration (10) (6 EP) ; Wrath (6 EP)
50GP evolution : Base stats 5D6 (15) 3D6 (9) Medium - Assisted aim ; Assisted aim ; Two-handed ; Heavy * ; Heavy * ; Two-handed ; [Boost] (9) ; [Boost] (9)
50GP evolution : Heavy effect deleted Medium - Heavy * ; Heavy *
100GP evolution : -2EP by effect (1EP min) Medium -

Networked pistol : 20 GP

This semi-automatic pistol is directly connected to the AR interface of its wielder’s meta-armour, to ensure maximum carnage. It is well balanced and automatically adjusts for recoil, making it a perfect fit for most dualwielding weapon techniques.

Attack Damages Violence Reach Energy Effect(s)
Ranged 2D6 (6) + 6 1D6 (3) Medium - Assisted aim ; Assisted aim ; Twinned (akimbo) ; Twinned (akimbo)

Service pistol : 15 GP

The service pistol is the arsenal’s least impressive and most important weapon. As Avalon’s service weapon, it accompanies every Knight at all times. When not in use, the device is little more than a grip ending in a sculpture made of nanomachines. A flick of the wrist one way turns it into a semi-automatic pistol with a silencer, another flick and it becomes a combat knife. Sculpture, pistol model, and knife shape can all be tailored to suit its user. Usable out of meta-armour.

Attack Damages Violence Reach Energy Effect(s)
Melee 1D6 (3) 1 Contact - Silencer ; Silencer
Ranged 2D6 (6) + 6 1D6 (3) Medium - Silencer ; Silencer

Smart grenades

Before embarking on a mission, each Knight is given a pack of 5 Smart Grenades that attaches to their belt. SGs, as they are known, are true marvels of technology that can adapt to several different situations.

Each SG can be switched to a certain type as it is thrown, with a simple digital command. The user can choose from four different types: shrapnel, flashbang, EMP, or armour piercing. They can also be used as ordinary explosives used to destroy vehicles or help collapse a building.

Throwing a grenade generally requires a Ranged based skill check, just like any other ranged attack. GMs can choose a different base skill depending on the player’s intended use for the grenade, however. If they just want to lob the grenade, Ranged will do. If they want to bounce it off a wall, a Dexterity check might be more appropriate. Finding the right place to attach a grenade to a vehicle would use Tech, and so on, each time choosing a skill that fits the description.

Reminder: The reach varies with each Strength OD : Short (a character with 1 Strength OD can throw up to Medium range, up to long range with 2 Strength ODs, and up to far range with 3 Strength ODs)

Attack Damages Violence Reach Energy Effect(s)
Shrapnel 3D6 (9) 3D6 (9) Short - Clip (5) ; Clip (5) ; Scatter (6) ; Wounding ; Scatter (6) ; Ultraviolence ; Ultraviolence ; Wounding ; [Ignore cover] ; [Ignore cover]
Flashbang Short - Barrage (2) ; Barrage (2) ; Clip (5) ; Stun (1) * ; Clip (5) ; Scatter (6) ; Radiance (2) ; Radiance (2) ; Scatter (6) ; Stun (1) * ; [Ignore cover] ; [Ignore cover]
Armour-piercing 3D6 (9) 3D6 (9) Short - Armour-piercing (20) ; Clip (5) ; Clip (5) ; Destructive ; Destructive ; Scatter (6) ; Penetration (6) ; Penetration (6) ; Armour-piercing (20) ; Scatter (6) ; [Ignore cover] ; [Ignore cover]
EMP Short - Clip (5) ; Clip (5) ; Scatter (6) ; Interference (2) ; Interference (2) ; Scatter (6) ; [Ignore cover] ; [Ignore cover]
Explosive 3D6 (9) 3D6 (9) Short - Anti-vehicle ; Anti-vehicle ; Clip (5) ; Stun (1) ; Clip (5) ; Scatter (3) ; Scatter (3) ; Stun (1) ; [Explosivity] ; [Explosivity] ; [Ignore cover] ; [Ignore cover]

Sniper pistol : 20 GP

This precision semi-automatic pistol has an integrated laser sight and a grip custom-made specially for metaarmours, making it a sniper’s favourite sidearm. It may lack the raw power of a sniper rifle, but is more than enough at short and medium range.

Attack Damages Violence Reach Energy Effect(s)
Ranged 2D6 (6) + 6 + Ranged (Precise) 1D6 (3) Medium - Holo-targeting ; Holo-targeting ; Precise ; Precise

Sniper rifle : 40 GP

Sniper rifles are favoured by recruits who prefer to keep a safe distance between them and their target. They are a reliable, effective means of firing shot after shot of large calibre ammunition at distances of more than 1500 feet. A high-definition camera attached to the barrel allows safe firing from cover, its feed appearing directly on the armour’s HUD. Sniper rifles can also mark enemies, holotargeting them for their banner to see on their AR displays. Furthermore, once the shooter has picked their target, the rifle’s automatic ballistic targeting system help.

Attack Damages Violence Reach Energy Effect(s)
Ranged 4D6 (12) + 6 + Ranged (Precise) 1D6 (3) Far - Assisted aim ; Assisted aim ; Holo-targeting ; Two-handed ; Holo-targeting ; Precise ; Precise ; Safe shot ; Safe shot ; Two-handed

Submachine gun : 25 GP

Knights who look down on SMGs have no right to complain if they get overrun by enemy bands. This personal defence weapon has a simple design: two barrels, two magazines, one in the grip and one in the trigger guard, shooting twice as often as regular SMGs. The lack of stock is an intentional feature, since metaarmour absorbs the weapon’s recoil.

Attack Damages Violence Reach Energy Effect(s)
Ranged 3D6 (9) 4D6 (12) Medium - Twinned (akimbo) ; Wounding ; Twinned (akimbo) ; Ultraviolence ; Ultraviolence ; Wounding

Advanced

Anti-materiel rifle : 60 GP

This lengthy anti-materiel sniper rifle fires anti-aircraft gun shells, is precise well over half a mile, and can fire through brick and concrete walls. Its scope is supplemented by a high performance camera for cover shooting and enemy holo-targeting. It automatically sends marked targets to allies’ AR displays to increase squad ballistic targeting synergy.

Attack Damages Violence Reach Energy Effect(s)
Ranged 5D6 (15) + 6 + Ranged (Precise) 2D6 (6) Far - Armour-piercing (40) ; Assisted aim ; Assisted aim ; Holo-targeting ; Destructive ; Destructive ; Two-handed ; Heavy ; Holo-targeting ; Heavy ; Armour-piercing (40) ; Precise ; Precise ; Safe shot ; Safe shot ; Two-handed

Automatic shotgun : 70 GP

Scourge of the hopeless, crowd-clearing automatic shotguns are equipped with a rotating chamber of 35 4-gauge cartridges capable of delivering an uninterrupted, thunderous deluge of shot over a wide area.

Attack Damages Violence Reach Energy Effect(s)
Ranged 4D6 (12) + 10 6D6 (18) + 10 Medium - Barrage (4) ; Barrage (4) ; Demoralising ; Demoralising ; Two-handed ; Scatter (3) ; Heavy ; Heavy ; Scatter (3) ; Two-handed ; Ultraviolence ; Ultraviolence

Heavy grenade launcher : 60 GP

This semi-automatic heavy grenade launcher turns a Knight into a one-soldier artillery division. Its automatic rotating chamber contains 24 high velocity 1.5-inch grenades. The magazine prepares a different grenade type with a single verbal instruction from its user.
All grenades have the following effects: Assisted aim / heavy / two-handed

Attack Damages Violence Reach Energy Effect(s)
Explosive grenade 5D6 (15) 3D6 (9) + 6 Medium - Assisted aim ; Assisted aim ; Two-handed ; Scatter (3) ; Heavy ; Heavy ; Scatter (3) ; Two-handed
Amour-shredding grenade 5D6 (15) + 6 1D6 (3) Medium - Assisted aim ; Assisted aim ; Destructive ; Destructive ; Two-handed ; Heavy ; Heavy ; Two-handed
Incendiary grenade 2D6 (6) 6D6 (18) + 6 Medium - Assisted aim ; Assisted aim ; Continuous damage (3) ; Continuous damage (3) ; Two-handed ; Heavy ; Heavy ; Two-handed
Sticky grenade 6D6 (18) 3D6 (9) Medium - Assisted aim ; Assisted aim ; Two-handed ; Scatter (3) ; Heavy ; Heavy ; Scatter (3) ; Two-handed

Heavy machine gun : 45 GP

Avalon’s recruitment officers are fond of saying that a Knight in meta-armour is as powerful as a tank. The heavy rotary machine gun confirms this particular boast. This heavy gun is held at hip height by one handle on top to bear its weight, with another on the side used to aim and fire. A flexible belt links the gun to an ammunition pack on the back of the Knight’s meta-armour.

Attack Damages Violence Reach Energy Effect(s)
Ranged 5D6 (15) + 10 4D6 (12) Medium - Armour-piercing (20) ; Destructive ; Destructive ; Two-handed ; Heavy ; Heavy ; Armour-piercing (20) ; Two-handed

Infiltration pistol : 50 GP

This compact, silent infiltration pistol fires reinforced hypodermic needles designed to pierce armour and light plating. Once stuck in the target, they can release neurotoxins, sedatives, or destructive nanomachines. The ideal tool for a surprise assault. The three magazines supplied with the pistol are colour coded and labelled neuro, stun, and nano.
Switching types takes a move action in combat

Attack Damages Violence Reach Energy Effect(s)
Neurotoxin darts 4D6 (12) 1D6 (3) Medium - Continuous damage (3) ; Continuous damage (3) ; Ignore armour ; Ignore armour ; Twinned (ambidextrous) ; Silencer ; Silencer ; Twinned (ambidextrous)
Stun darts 3D6 (9) 1D6 (3) Medium - Stun (2) ; Ignore armour ; Ignore armour ; Twinned (ambidextrous) ; Silencer ; Silencer ; Stun (2) ; Twinned (ambidextrous)
Nanomachine darts 4D6 (12) + 6 1D6 (3) Medium - Destructive ; Destructive ; Twinned (ambidextrous) ; Silencer ; Silencer ; Twinned (ambidextrous)

Light automatic shotgun : 50 GP

This weapon is technically a saiga-12, a kalashnikov patterned shotgun. Avalon’s arsenal simply replaced its base materials, adjusted its balance, its barrel length, added a recoil buffer, upgraded its shells’ power, and increased magazine capacity. They also updated its general ergonomics, specifically its pistol grips, its laser sight, and the tactical flashlight below the muzzle, all allowing for more precise instinctive firing and holding the weapon in one hand.

Attack Damages Violence Reach Energy Effect(s)
Ranged 3D6 (9) + 10 5D6 (15) + 10 Medium - Barrage (2) ; Barrage (2) ; Scatter (3) ; Twinned (akimbo) ; Wounding ; Scatter (3) ; Twinned (akimbo) ; Ultraviolence ; Ultraviolence ; Wounding

Rocket launcher : 15 GP

Huge creatures surge from the darkness, laying waste to all in their path, but there are still hangars full of tanks all over the world. To give Knights a fighting chance against these threats, Avalon designed this portable rocket launcher. 5 feet long once unfolded, with four barrels for rockets and missiles and mounted laser guidance systems, its matte black finish is a token attempt at drawing less attention to its ominous promise of destructive power.

Knights wishing to purchase additional ammunition for their rocket launchers must pay 10 GP for a pack of 5 rockets and/or missiles. The weapon and its ammunition only take up one space in a Knight’s rack module.

Attack Damages Violence Reach Energy Effect(s)
Missiles 7D6 (21) + 10 3D6 (9) Far - Anti-vehicle ; Anti-vehicle ; Artillery ; Artillery ; Assisted aim ; Assisted aim ; Two-handed ; Heavy ; Heavy ; Two-handed
Rockets 3D6 (9) 7D6 (21) + 10 Far - Assisted aim ; Assisted aim ; Two-handed ; Scatter (6) ; Wrath ; Heavy ; Heavy ; Scatter (6) ; Two-handed ; Wrath

Sonic rifle : 30 GP

These are the first of Avalon‘s sonic weapons, and look like huge, single-barrelled sawn-off rifles. Their use is simple and intuitive, with a small alpha element reactor powering a powerful sonic generator to send a highly concentrated sonic wave in a cone a dozen feet long. Calibrated to vibrate on several frequencies at once, the sound wave turns innards to mush, bursts eardrums, and can shatter the bones of more fragile creatures with ease.

Attack Damages Violence Reach Energy Effect(s)
Ranged 4D6 (12) 4D6 (12) Short - Stun (1) ; Two-handed ; Scatter (3) ; Obliteration ; Obliteration ; Scatter (3) ; Stun (1) ; Two-handed

UV rifle : 40 GP

Compact, snub-nosed, and milky white, the UV rifle has two barrels positioned one atop the other made to launch small bolts of burning UV light. A sharp tug on the handle below the barrels sets two fresh rounds in the cylinder, ready to launch. On the side of the weapon is an egg-shaped canister, the light of the twelve ‘bolts’ contained within glowing softly through its white casing. Given its simplicity and ease of use, the UV rifle will soon likely replace Avalon‘s standard foldable shotgun.

Attack Damages Violence Reach Energy Effect(s)
Ranged 6D6 (18) + 5 4D6 (12) Short - Anti-Anathema ; Anti-Anathema ; Two-handed ; Radiance (2) ; Radiance (2) ; Shadowpurge ; Shadowpurge ; Two-handed

Rare

Concussive cannon : 60 GP

Similar in appearance to an oversized grenade launcher with a larger barrel, this weapon launches powerful sonic grenades at medium range. These rounds explode on impact, generating a powerful sound wave in the surrounding area. As with the sonic rifle, this sound wave sends enemies flying and has devastating effects on weaker foes. The shockwave from the grenades‘ detonation is strong enough to create small localised earthquakes, leading to the weapon gaining the wellearned name of concussive cannon.

Attack Damages Violence Reach Energy Effect(s)
Ranged 7D6 (21) 7D6 (21) Medium - Stun (1) ; Two-handed ; Scatter (6) ; Heavy ; Heavy ; Obliteration ; Obliteration ; Scatter (6) ; Stun (1) ; Two-handed

Flame thrower : 100 GP

The best weapon bar none against hordes. A tank screwed to the back of the meta-armour contains enough flammable substances for a mission of any length. Reinforced tubing leads from the tank to the propulsion unit, which can be held with one hand or two. Voice activated systems allow the user to control the flow, pressure, angle, and spread, and viscosity of the weapon’s napalm. All kinds of settings are available, from a straight, thin line of fluid to an arced squirt over an obstacle, or a wide spray covering a whole room or group of enemies. The napalm used by this weapon is a major scientific breakthrough in its own right. Avalon’s chemistry specialists managed to make it emit a strong ultra violet light as it burns. Water does not quench its flames, nor can it be put out by ordinary means.

Attack Damages Violence Reach Energy Effect(s)
Ranged 4D6 (12) 8D6 (24) + 12 Medium - Barrage (5) ; Barrage (5) ; Continuous damage (6) ; Continuous damage (6) ; Demoralising ; Demoralising ; Two-handed ; Scatter (6) ; Wrath ; Heavy ; Heavy ; Radiance (2) ; Radiance (2) ; Scatter (6) ; Two-handed ; Wrath

Heavy auto shotgun : 80 GP

Lamorak requested an improved automatic shotgun design, and Gawain provided one. The new model has larger, more powerful cartridges, filled with depleted uranium shot. Its sliding barrel widens to suit the size of the target, making it as effective at taking down lone, powerful enemies as it is at spreading havoc in a horde of creatures. When its barrel is shortened, it shoots in a wide spread, and when it lengthens, it focuses a devastating shot on a smaller area. Truly a weapon of mass carnage in the right hands.

Attack Damages Violence Reach Energy Effect(s)
Ranged 6D6 (18) + 12 6D6 (18) + 12 Medium - Demoralising ; Demoralising ; Two-handed ; Scatter (6) ; Wrath ; Heavy ; Heavy ; Scatter (6) ; Two-handed ; Wrath

Heavy revolver : 70 GP

Designed by Nathan ‘Nate’ Johanson, one of Gawain’s squires, this revolver was made to shoot a special type of elephant hunting ammunition, the 600 Nitro Express (NE). The end result was a handgun with the firepower of an anti-materiel rifle. Nate collects meta-armour manufacturing scraps and forges them into bullets made from his own blend of materials. This ammunition is capable of piercing all known substances and is called T-800 as nod to The Terminator, an old flick Nathan was fond of watching. The base materials’ scarcity and high value make the bullets a rare commodity, however.
Switching ammunition takes a move action in combat.
Warning: T-800s cost 5 GP apiece, and can only be purchased in Camelot.

Attack Damages Violence Reach Energy Effect(s)
600 NE 6D6 (18) + 10 1D6 (3) Medium - Armour-piercing (40) ; Wounding ; Penetration (10) ; Penetration (10) ; Armour-piercing (40) ; Wounding
T-800 6D6 (18) + 20 2D6 (6) Medium - Anti-vehicle ; Anti-vehicle ; Ignore armour ; Ignore armour ; Ignore FF ; Ignore FF

Laser rifle : 70 GP

This weapon is a portable coherent light emitter. Laser rifle is a much simpler way of putting it. It requires too much energy to be powered by battery. As a result of this, each shot fired draws on an armour’s alpha energy reactor’s reserves. Greater expenditure of energy results in a stronger beam of light. The beam itself is bluish and invisible to the eye in clear conditions. If the air is full of dust particles or shots are fired in a zone of darkness, the beam cannot be missed.

Attack Damages Violence Reach Energy Effect(s)
Ranged 4D6 (12) + 6 3D6 (9) Medium 1 Anti-Anathema ; Anti-Anathema ; Two-handed ; Ignore FF ; Ignore FF ; Radiance (4) ; Radiance (4) ; Two-handed ; [Boost] (7) (1 EP) ; [Boost] (7) (1 EP)

Magnetic crossbow : 70 GP

This so-called ‘crossbow’ is actually a magnetic catapult designed to silently propel thin metal stakes. Knights call these stakes bolts, and in truth, the alpha element shafts bear some resemblance to traditional crossbow quarrels. Tiny fins allow them to spin and maintain the momentum required to pierce most protective layers. Once they reach their target, they release neurotoxins, sedatives, or destructive nanomachines. The barbed bolt itself has three rows of spring-loaded blades that help it hook into flesh and dice up the target’s internal organs. The end result is a weapon that is both deadly and silent.
Switching ammunition takes a move action in combat.

Attack Damages Violence Reach Energy Effect(s)
Barbed bolt 6D6 (18) + Ranged (Precise) 1 Long - Two-handed ; Ignore armour ; Ignore armour ; Precise ; Precise ; Silencer ; Silencer ; Two-handed
Neurotoxin bolt 5D6 (15) + Ranged (Precise) 1 Long - Continuous damage (9) ; Continuous damage (9) ; Two-handed ; Ignore armour ; Ignore armour ; Precise ; Precise ; Silencer ; Silencer ; Two-handed
Stun bolt 4D6 (12) + Ranged (Precise) 1 Long - Stun (4) ; Two-handed ; Ignore armour ; Ignore armour ; Precise ; Precise ; Silencer ; Silencer ; Stun (4) ; Two-handed
Nanomachine bolt 6D6 (18) + 6 + Ranged (Precise) 1 Long - Anti-vehicle ; Anti-vehicle ; Destructive ; Destructive ; Two-handed ; Radiance (4) ; Precise ; Precise ; Radiance (4) ; Silencer ; Silencer ; Two-handed

Railgun : 90 GP

Railguns are linear barrelled rifles that launch high velocity projectiles by using electromagnetic force generated by alpha energy batteries and circuits in its stock. Railgun bullets traveling upwards of 10,000 feet per second possess a phenomenal amount of kinetic energy, allowing them to punch through buildings and vehicles with ease. They go through any targets, be they mechanical, organic, behind cover, or wearing protective armour. Railguns naturally come equipped with a scope and high-definition camera allowing their user to spot and shoot at targets several miles away.

Attack Damages Violence Reach Energy Effect(s)
Ranged 5D6 (15) + 10 + Ranged (Precise) 1D6 (3) Far - Anti-vehicle ; Anti-vehicle ; Artillery ; Artillery ; Assisted aim ; Assisted aim ; Holo-targeting ; Two-handed ; Holo-targeting ; Ignore armour ; Ignore armour ; Precise ; Precise ; Two-handed

UV cannon : 80 GP

UV cannons are upgraded versions of UV rifles. Mounted on the wearer‘s hip, they do the same things their smaller versions doe, but bigger: larger, longer barrels, bigger magazine, ammunition twice as wide, and a whole lot more shots per minute. Each looks like a shiny white heavy machine gun, and its rotating barrels are capable of firing six UV bolts a second.

Attack Damages Violence Reach Energy Effect(s)
Ranged 10D6 (30) + 10 6D6 (18) Medium - Anti-Anathema ; Anti-Anathema ; Two-handed ; Heavy ; Heavy ; Radiance (6) ; Radiance (6) ; Shadowpurge ; Shadowpurge ; Two-handed

Whirlwind pistol : 70 GP

These twin pistols are a straight upgrade from Avalon’s first forays into machine pistol weapons. They are cumbersome handguns with three rotating barrels capable of spewing a hail of bluish energy projectiles at short range. On targets further away, a flick of the wrist changes the guns’ projectiles to larger ammunition at the expense of their rate of fire. Each of the guns’ bluish shards explodes on impact, severely burning their targets. Whirlwind pistols do not have magazines as such.

Instead, they have flexible cords attached to the metaarmour’s gauntlets allowing the guns to tap into the wearer’s energy core to create its energy projectiles.Highly effective against packs of enemies, Whirlwind pistols are designed with ambidextrous Knights in mind, ones who want to clear out an abundance of targets all at once.

Whirlwinds are hard to handle, since their shots coversuch a wide are and risk of friendly fire is high. Therefore, only those who have proven their skill and restraint are permitted to use them.

Attack Damages Violence Reach Energy Effect(s)
Ranged 5D6 (15) 6D6 (18) Medium - Burst fire ; Cadence (3) ; Cadence (3) ; Two-handed ; Scatter (3) ; Wrath ; Scatter (3) ; Burst fire ; Two-handed ; Wrath ; [Boost] (10) * ; [Boost] (8) * ; [Boost] (10) * ; [Boost] (8) *

Prestige

Alpha pulsor : 120 GP

Much to Merlin‘s consternation, Avalon‘s Knights seem to favour Johanson‘s ludicrously primitive weapons. In an attempt to drum up interest in more evolved armament, he decided to look into the drawbacks of railguns, in particular their inability to use antipersonnel ammunition and their low rate of fire.

What he came up with is the alpha pulsor. It swaps out the usual two rails for eight of them, placed around the main barrel and firing in opposing pairs, launching clusters of tiny darts at hypersonic speeds. When these hit solid matter or are suddenly slowed as by a force field or otherworldly shield, they suddenly fly apart, shredding skin and finding weak points in an enemy‘s defences.

The alpha pulsor has an alpha energy reactor and a highly effective cooling mechanism allowing it to fire continuously without overheating. Its distinctive thrumming sound usually only reaches its target after its projectiles have turned it into ground meat. Against hardier foes, darts made out of depleted uranium tipped with alpha element drill through plating and thick hide, and even those that don‘t pierce through burn horrendously after to their superheated flight. Its darts are packed in magazines holding 300 projectiles each.

Attack Damages Violence Reach Energy Effect(s)
Ranged 4D6 (12) + 10 12D6 (36) + 10 Long - Assisted aim ; Assisted aim ; Demoralising ; Demoralising ; Two-handed ; Scatter (6) ; Wrath ; Ignore armour ; Ignore armour ; Wounding ; Obliteration ; Obliteration ; Scatter (6) ; Two-handed ; Wounding ; Wrath

Nova cannon : 120 GP

Ultraviolet germicidal irradiation has been used as a disinfection technique, employing UV light to kill microorganisms, for many years by 2038. Using light to purge an infection that multiplies uncontrollably if left unattended, though… The mere thought was enough for Merlin to attempt to weaponise something from it.

The Nova has two settings. Its alpha energy generator, situated in the weapon‘s grip, powers a UV cannon and a ray gun. Both of these can be used at their maximum strength for a short duration before emptying a fuel cell that is replenished by the generator between shots or bursts of fire.

The UV cannon uses a special electric arc bulb. Even on its lowest setting it requires care and proper maintenance, and increasing its power dramatically decreases its lifespan. A set of lenses and mirrors modify the beam‘s width as needed. Tempered glass designed to modify electrical polarity protects the lens and filters the beam should the user wish to harmlessly light an area up (since the unfiltered UV lamp burns skin and retina).

The weapon‘s use is straightforward, with two handles, two trigger mechanisms, each one with a power dial and a beam width adjuster. Gently pulling the Nova‘s trigger depolarises the tempered glass and powers up the bulb‘s electric arc, unleashing a scorching beam of light that burns creatures caught within it with rays hotter than the midday sun in the world before the Anathema. The bulb‘s intensity can be doubled, tripled, or quadrupled depending on the target‘s hardiness, with increasingly severe drain on the power cell and stress on the bulb, possibly leading to it blowing mid fight. When this happens, the user had better be possessed of extraordinary calm, as switching from a burned out bulb capable of melting flesh to a new one is a nerve-wracking experience. Expensive spare bulbs are safely stored in armoured cylindrical containers for such occasions.

Special: At the beginning of a fight, the character has a pool of 18 dice they can choose to split between damage and violence, up to a maximum of 15D6 on any given damage or violence roll. When the dice pool reaches 2D, the player must roll 1D6. On a 1, the bulb blows and it takes 2 turns to replace it. When the dice pool reaches 1D, the player must roll 1D6. On a 1 or a 2, the bulb blows and it takes 2 turns to replace it. When the dice pool reaches 0D, the player must roll 1D6. On a 1, 2, or 3, the bulb blows and it takes 2 turns to replace it. When the bulb blows, the weapon cannot be used until it has been replaced.

Increased damage from this dice pool only affects creatures of the Anathema.

Attack Damages Violence Reach Energy Effect(s)
Ranged 10D6 (30) + 6 10D6 (30) + 6 Medium - Anti-Anathema ; Anti-Anathema ; Barrage (4) ; Barrage (4) ; Two-handed ; Radiance (6) ; Radiance (6) ; Shadowpurge ; Shadowpurge ; Two-handed

Seth, drone ammunition smart cannon : 150 GP

Tales hold that Seth, the Egyptian god of thunder, lightning, and chaos, was also feared because of his tendency to rid the deserts of life. The Seth model smart cannon is all that and more, striking as fast as lightning, louder than thunder, and capable of leaving an entire building as void of life as a scorched desert.

The smart cannon was created to answer a need, a need for overwhelming firepower aimed at a single location. Its principle is simple: a multibarreled cannon standing as tall as a Knight, attached to the user‘s waist or shoulder. Its magnetic rails can launch dozens of ammunition drones at ferocious speed with pinpoint precision, up to an effective range of several miles. The Seth cannon‘s AI sets its drones‘ trajectory when fired, although the user can override this during the very short time it takes for them to reach their target destination. Each shot is a mechanical marvel. The miniature rockets fly like a cloud of killer hornets towards their victim, autonomously adjusting their flight route to avoid obstacles and collateral damage or to accurately track a fast-moving target.

Each drone is outfitted with tools to help them infiltrate buildings through vents and other openings, or armoured vehicles via cracks and the like. On reaching their target, they explode in a deafening chorus of thunderclaps as they shred their victim to a fine mist.

A single salvo from the Seth cannon is usually enough to stop an armoured tank at full speed in its tracks.

Attack Damages Violence Reach Energy Effect(s)
Ranged 12D6 (36) + Ranged (Precise) 2D6 (6) Far - Anti-vehicle ; Anti-vehicle ; Artillery ; Artillery ; Assisted aim ; Assisted aim ; Holo-targeting ; Two-handed ; Scatter (3) ; Heavy ; Holo-targeting ; Heavy ; Precise ; Precise ; Scatter (3) ; Two-handed ; Ultraviolence ; Ultraviolence

* Marked effects may have conditions, see the weapon page for more informations