Alchemical Quarry Blaster 391

From: Lineage 831 of Geode Vein

A heavy, single-shot ranged weapon that speaks to the industrial and pragmatic nature of its creators. The Quarry Blaster is a stout, carbine-like firearm made of iron and bronze, too heavy and cumbersome for a less sturdy avatar to wield effectively. It does not fire a simple projectile; instead, it is loaded with a “quarry charge.” This charge is a ceramic shell packed with alchemical gunpowder and sharp, mineral-rich gravel. The most volatile catalyst in the gunpowder is derived from the Anuran’s own skin secretions, a fact that makes Marn uniquely suited to crafting his own ammunition. When fired, the blaster lets out a deafening roar, launching the charge which shatters on impact. This creates a small, localized concussive blast that is excellent for clearing rock, breaking down barricades, or staggering heavily armored foes with a spray of high-velocity shrapnel. Its slow, single-shot nature makes every shot tactical, a tool for a specific, difficult problem rather than a weapon for a sustained firefight.

Lore

The Alchemical Quarry Blaster is not a military weapon, but a piece of heavy-duty industrial equipment repurposed for combat. Its formal designation in the Abbevillian Crafter’s Guild is a “Percussive Excavation Tool,” designed for a single purpose: to unmake stone with controlled, alchemical violence. These blasters are issued to Quarry Wardens and prospecting teams to clear rockfalls, breach stubborn geode nodules, and create pilot tunnels for larger machinery. Its use as a weapon is a natural, if deafening, side-effect of its primary function.

The true art of the blaster lies in its unique ammunition, the “quarry charge.” Each Anuran crafter must create their own, a process deeply tied to their personal biology. The gunpowder is inert until it is mixed with a volatile catalyst—a specific grade of the Anuran’s own skin secretion. This makes the ammunition a reflection of its creator’s lineage and power. A charge crafted by a Geode-Vein artisan like Marn might explode with a sharper, crystal-shard-filled blast, while one made by a Basalt-Pattern miner might have a heavier, more concussive force. To carry a Quarry Blaster is to wield a symbol of Anuran mastery over their environment, a statement that they can not only shape the stone with patience but also command it with thunder.


Item Values

  • Tier 1 Stats:
    • Weapon Type: Martial Ranged Weapon
    • Damage: The primary target of the attack takes 2d8 piercing damage. All other creatures within a 5-foot radius of the target must make a Dexterity saving throw. On a failed save, they take 1d6 thunder damage, or half as much on a successful one.
    • Properties: Ammunition (Range 30/90), Heavy, Two-Handed, Loud, Reload (Action). Due to its single-shot nature, you must take a full Action to reload the weapon after firing.
  • Skills Gained:
    • Alchemist’s Supplies: Understanding the blaster’s complex ammunition is essential. The user is considered proficient with Alchemist’s Supplies for the purpose of crafting quarry charges and other explosives.
  • Passive Magics:
    • Sundering Blast: The quarry charge is designed to shatter rock. The weapon deals double damage to objects and structures.
    • Concussive Force: The blast is powerfully staggering. Any creature that takes damage from the primary attack has its speed reduced by 10 feet until the end of its next turn.
    • Industrial Durability: The blaster is built like a piece of industrial machinery—solid, simple, and incredibly tough. It is immune to being damaged by non-magical means.
  • Activatable Magics (Craftable Ammunition): The blaster’s versatility comes not from the weapon itself, but from the specialized charges the user can craft. Crafting a special charge requires Alchemist’s Supplies and 10 minutes of work.
    • Standard Quarry Charge: The default ammunition, described above.
    • Solvent Charge: This charge is crafted with the user’s stone-softening secretion. On a hit, it deals no initial damage but covers the target and any other creature within 5 feet in a corrosive alchemical agent. For the next minute, any target coated by the solvent has its Armor Class reduced by 2.
    • Adhesive Charge: This charge is crafted with the user’s adhesive secretion. On a hit, it deals 1d4 bludgeoning damage and explodes in a 5-foot radius of thick, viscous goo. Creatures in the area must succeed on a Strength saving throw or be Restrained. A restrained creature can use its action to attempt the save again, ending the effect on a success.
  • Specific Slot:
    • Ranged Weapon Slot.
  • Tags: Weapon, Firearm, Ranged, Two-Handed, Anuran, Industrial, Alchemical, Area-of-Effect, Sundering, Loud, Single-Shot, Tactical, Craftable-Ammo, Debuff, Control, Concussive, Slow-Reload, Versatile-Ammo, Mining-Tool, Demolition, Personalized-Ammo, Carbine

You can’t buy an Alchemical Quarry Blaster in a normal weapon shop, as it’s restricted industrial equipment. The real challenge in acquiring and using one isn’t the firearm itself, but securing a reliable supply of its unique, biologically-sourced ammunition.


The Anuran Prospector’s & Miner’s Co-Op (Abbeville)

  • The Shop: This is a guild-run industrial supply house in a major Anuran city. The air is thick with the smell of machine grease and alchemical reagents. The shelves are stocked with heavy-duty mining gear, demolition tools, and safety equipment, not weapons of war.
  • How It Is Acquired: This is the only fully legal way to purchase a new blaster. The buyer must be an Anuran citizen and possess a valid license from the Prospector’s or Miner’s Guild. The sale is officially registered, and the purchase includes a starter kit and the legal right to craft your own “quarry charges” using your personal secretions. Selling this item to a non-licensed individual or an outsider is a serious crime in Abbeville.
  • Cost: The blaster itself costs 25 Rhodium (250 Platinum). The basic components for the ammunition (ceramic casings, mineral gravel, inert powders) are sold separately and are relatively inexpensive, as the most critical ingredient is provided by the user themselves.

The Black Market Arms Bazaar (Major Port City)

  • The Shop: In the criminal underworld of a bustling port, a dealer who specializes in rare and exotic weapons might acquire a stolen Quarry Blaster. The “shop” is a hidden, clandestine affair—a specific crate in a warehouse or the back room of a seedy tavern.
  • How It Is Acquired: The transaction is a high-risk, cash-only deal. The blaster itself is the easy part. The crucial negotiation is over the ammunition. The dealer might have a small, finite supply of authentic Anuran-made charges, which they will sell at an astronomical markup. More likely, they will offer a “supply line”—a dangerous and expensive connection to a disgraced Anuran alchemist who can produce a limited number of custom charges. The buyer isn’t just purchasing a weapon; they’re buying into a volatile and expensive dependency.
  • Cost: The blaster itself might be sold for 40 Rhodium (400 Platinum). The rare, authentic ammunition would cost at least 1 Platinum per shot. A contract with the dealer’s alchemist for an ongoing supply would be a recurring, exorbitant fee.

The Adventurer’s Guild Quartermaster (Quest-Based)

  • The Shop: This isn’t a shop, but the secure and well-organized armory of a major Adventurer’s Guild. The Quartermaster is a logistics expert who equips teams for specialized missions.
  • How It Is Acquired: The blaster is not for sale. It is issued on loan as a specialized tool for a specific quest that requires its unique capabilities. For example, a mission to collapse a tunnel, breach an armored vault, or sunder a magical construct. The guild would provide the blaster along with a strictly limited number of quarry charges (“Here is the blaster and five charges. Make them count.”).
  • Cost: The cost is the successful completion of the assigned mission. The guild might offer the adventurers the chance to keep the blaster afterward, but they would then be responsible for sourcing their own ammunition, likely turning their reward into the start of a new, difficult quest.

The Alchemical Quarry Blaster is a tactical, problem-solving weapon. Each shot is a loud, deliberate, and definitive action, with roleplay applications that focus on reshaping the battlefield or deploying the perfect tool for the job.


Offensive Roleplay Applications

Offensively, the blaster is used not for sustained fire, but for a single, decisive shot that breaks a formation, neutralizes a key defense, or shatters the environment itself.

Dungeon & Subterranean Environments

Here, the blaster’s primary offensive use is to turn the environment against its inhabitants.

  • Roleplay Example: The party faces a group of enemies using a large boulder or a crumbling wall for cover.

Marn would heft the heavy blaster, seeing the situation not as a firefight, but as a demolition problem. “Cover is just a future rockslide,” he’d state. He would aim at the structure providing cover and fire his standard Quarry Charge. The roleplay beat is the result: “With a deafening ROAR, the charge shatters the boulder. The Sundering Blast sends a shower of stone fragments into the enemies, damaging them and, more importantly, completely eliminating their cover, leaving them exposed for his allies to clean up.”

Urban & Fortified Environments

Against manufactured defenses, the blaster becomes a specialized siege tool.

  • Roleplay Example: The party needs to breach an armored gate or take down a formidable shielded enemy.

Marn would calmly take a knee, break open the blaster, and load a special Solvent Charge. “First, we unmake its strength.” He would fire at the gate or shield. “The charge splatters with a hiss, coating the target in a bubbling, corrosive goo. It deals no real damage, but the air fills with the acrid smell of dissolving metal. The target’s armor is now visibly weakened (AC reduced by 2), perfectly prepped for a crushing blow from the party’s heavy hitter.”

Open Field & Tactical Combat

Against enemy formations, the blaster is an excellent tool for breaking up disciplined lines.

  • Roleplay Example: A phalanx of enemy soldiers is advancing in a tight shield-wall.

Marn wouldn’t target a specific soldier, but the ground in the very center of their formation. “The shot isn’t meant to kill, but to disrupt. The Area-of-Effect blast rips through their ranks, and the Concussive Force passive staggers the entire group. Their perfect formation is broken, their advance is slowed, and their shield wall is now a chaotic mess, creating the opening for a charge.”


Defensive Roleplay Applications

Defensively, the blaster is used to create obstacles, control enemy movement, and neutralize charges before they connect.

Dungeon & Subterranean Environments

The ultimate defensive move with a demolition tool is to bring the roof down.

  • Roleplay Example: The party is being pursued down a narrow tunnel by a relentless horde.

Marn would fall to the back of the group, turn, and aim at a load-bearing pillar or a weak point in the ceiling. “Gravok, forgive this reshaping!” he’d shout as a warning. “He fires his one shot not at the enemy, but at the environment. The Sundering Blast causes a massive cave-in, completely sealing the tunnel. He has used his weapon to end the chase and defend the party by permanently altering the map.”

Urban & Fortified Environments

In a retreat or a defensive standoff, the special ammunition is key to controlling the enemy.

  • Roleplay Example: The party is cornered in a dead-end alley, and a group of thugs is closing in.

Knowing he can’t kill them all, Marn would opt for control, loading an Adhesive Charge. He would fire at the ground just in front of the charging group. “The charge bursts, not with shrapnel, but with a spray of thick, instant–hardening resin. The lead thugs are immediately Restrained, their feet glued to the cobblestones. Their charge is halted, turning their aggressive assault into a frustrated, sticky traffic jam and buying the party precious time.”

Open Field & Tactical Combat

Against a single, powerful threat, the blaster can be used to tactically neuter an enemy’s assault.

  • Roleplay Example: A heavily armored, fast-moving champion is making a beeline for the party’s spellcaster.

Marn would take the shot, not necessarily expecting to kill the champion, but to stop him. “The goal is to defend the ally. The damage from the blast is secondary to the Concussive Force passive, which reduces the champion’s speed. That 10-foot reduction is just enough to make his charge fall short, leaving him stranded and exposed in the open, and giving the spellcaster the turn they need to escape or unleash a powerful spell.”

Perception of Activation:

The activation of the Alchemical Quarry Blaster 391 is a brutal, industrial event, dominated by the raw, physical violence of a contained explosion. Its perception is one of mundane force, not elegant magic.


User’s Perspective (Marn)

  • Physical Sensation: The primary feeling is the bone-jarring recoil. As he pulls the heavy trigger, the blaster kicks back against his shoulder with the force of a battering ram, a violent jolt he has been trained to anticipate and brace for. He feels a wave of intense, dry heat wash over the front of his body from the muzzle blast.
  • Auditory: The world is momentarily erased by a single, deafening BOOM. It is a deep, concussive roar that vibrates through his entire body, leaving his ears ringing for a few seconds afterward. It is the sound of a mountain being cracked open.
  • Olfactory: A sharp, acrid cloud assaults his senses, a mixture of brimstone, hot iron, and the unique, tangy scent of his own vaporized skin secretion, which served as the charge’s catalyst.
  • Extra-Sensory Perception:
    • Vibrational Sense: He feels two distinct, jarring vibrations. The first is the violent, chaotic “shout” of the explosion traveling through the weapon into his own body. The second is the echo of the impact, a tremor he feels through the soles of his feet as the charge strikes its target.
    • Ley Line Attunement: In a world humming with the gentle, constant energy of ley lines, firing the blaster feels like creating a magical vacuum. The pure, violent release of alchemical energy briefly snuffs out the natural magic in the immediate area. It is a perception defined by the sudden absence of his normal magical senses.

Observer’s Perspective

  • Visual: An observer sees the Anuran brace himself as the stout weapon belches a gout of thick, oily black smoke and orange sparks. A fist-sized ceramic projectile is visibly launched in a gentle arc. The impact is not a clean fireball, but a gritty, concussive explosion—a violent spray of dust, shrapnel, and a visible ripple in the air.
  • Auditory: The sound is a startlingly loud, deep-chested BOOM that echoes across the landscape, followed a moment later by the sharp CRACK-THUMP of the projectile shattering on its target.
  • Physical Sensation: Anyone standing near the user feels the concussive blast in their chest. They may also feel the ground tremble slightly upon the charge’s impact.
  • Extra-Sensory Perception:
    • Magical Sense: A magically attuned observer would be struck by the complete lack of a magical signature. The event is one of pure, mundane force. There is no spell to counter, no aura to read—just a wave of raw, physical energy. They might perceive it as a “hole” being punched in the local magical field.
    • Empathic Sense: An empath would feel a wave of pure, pragmatic, focused intent from the user. It is not an emotion of anger or hatred, but of cold, industrial purpose—the singular desire to apply overwhelming force to a specific point to solve a problem.

Positives

  • Shock and Awe: The deafening roar and concussive blast are extremely intimidating and can easily cause panic in creatures (and people) unaccustomed to industrial explosives.
  • Disruption: The sheer volume of the shot can disorient nearby enemies, potentially disrupting spellcasters’ concentration or breaking the morale of a disciplined formation.
  • Unambiguous Power: The effect is clear and devastating. Allies and enemies alike are left with no doubt about the weapon’s raw, destructive power.

Negatives

  • Total Annihilation of Stealth: Firing the blaster is arguably the loudest and most obvious action a character can take. It instantly reveals the user’s exact position to everyone within a wide area.
  • Allied Disruption: The sudden, deafening roar can be just as startling to unprepared allies as it is to foes, potentially causing them to flinch or lose focus.
  • Mundane Nature: A magically sophisticated opponent will quickly perceive that the weapon is not magical. They will not waste magical defenses on it and may recognize the user as a “technologist” rather than a “mage,” altering their tactics accordingly.

Blueprint: Guild-Standard Demolition Blaster

This schematic details the sanctioned process for constructing a Tier-1 Demolition Blaster, colloquially known as a “Quarry Blaster.” This is not a weapon for a common soldier but a specialized tool requiring expertise in both gunsmithing and alchemy. The final product is a powerful, if cumbersome, single-shot firearm.


Materials Needed:

  • Blaster Components:
    • 1x Heavy Iron Billet (for the barrel and breech)
    • 1x Block of Petrified Ironwood (for the stock)
    • 2x Bronze Ingots (for the housing and fittings)
    • 1x Set of Hardened Steel Firing Components (trigger, hammer, etc.)
  • Quarry Charge Components (per batch of 5):
    • 5x High-Fired Ceramic Casings
    • 1x Pouch of Crushed Quartz Shrapnel
    • 1x Flask of Inert Propellant Powder
    • 1x Vial of Anuran Skin Secretion (Volatile-Grade)

Tools Required:

  • Primary Workstations:
    • A Heavy Forge and Anvil.
    • A dedicated Gunsmith’s Bench.
    • An Alchemist’s Lab with proper ventilation.
  • Artisan’s Kits:
    • A complete Smith’s Kit.
    • A complete Gunsmith’s Kit.
    • A full set of Alchemist’s Supplies.

Skill Requirements:

  • Primary Proficiency: The crafter must possess Journeyman-level proficiency in Gunsmithing.
  • Secondary Proficiencies: The crafter must also be proficient in Smithing and Alchemy.
  • Critical Prerequisite: This weapon is entirely dependent on its unique ammunition. The crafter must have a reliable source of Anuran skin secretion. Without the catalyst, the blaster is nothing more than a heavy, ornate club.

Crafting Steps:

The creation is a two-part process: constructing the firearm and then crafting its volatile ammunition.

Part A: Constructing the Blaster

  1. Forge the Core Components: In the forge, the heavy iron billet is heated, then drilled and hammered to form the thick, wide-bore barrel and the simple, durable breech-loading mechanism. This is heavy, demanding work requiring a focus on strength and durability over elegance.
  2. Shape the Stock: The block of petrified ironwood is carved into a stout, heavy stock designed to absorb the weapon’s ferocious recoil. Channels are cut for the housing and firing mechanism.
  3. Assemble the Mechanism: At the Gunsmith’s Bench, the hardened steel firing components are filed, fitted, and assembled into a reliable trigger group.
  4. Final Assembly: The barrel and breech are fitted into the ironwood stock. The bronze components are cast and attached to reinforce the frame and house the firing mechanism. The entire weapon is then balanced and tested for structural integrity.

Part B: Crafting a Standard Quarry Charge

  1. Prepare the Mixture: At the Alchemist’s Lab, the inert propellant powder and the crushed quartz shrapnel are carefully mixed in a non-reactive ceramic bowl.
  2. Catalyze the Propellant: This is the most dangerous step. The Anuran skin secretion is added to the powder mixture drop by drop. This causes a powerful exothermic reaction, making the powder highly volatile. This must be done behind an alchemical shield and with proper ventilation.
  3. Pack the Casing: Once the reaction has stabilized, the now-active alchemical gunpowder is carefully packed into a ceramic casing and sealed with a wax plug. The finished quarry charges must be stored in a padded, magically inert container to prevent accidental detonation.

Boros and the Unmaking Breath

Hearken to the words as they were lifted from the dust, for their true shape is gone, poorly copied from a tongue that has no sound now. This is the telling of the first Quarry Blaster, from the days the elders called the Age of the Silent Gnawing.

In that time, a sickness came upon the stone in the deep places. It was not a crack or a tremor, but a hunger. The stone, the very foundation of the Anuran world, began to eat. A chisel left upon the ground overnight would be found in the morning as part of the ground, its form stolen by the gnawing stone. Carts, tools, the bones of beasts—all were slowly, silently consumed by this creeping blight. The tablets name it the Deep-Gnawer, a petrification that spread like a slow stain, and whatever it touched, it made part of itself.

The finest Stoneweavers and artisans descended into the deep quarries to halt its spread. They brought their finest tools and their deepest lore of shaping. Yet, their patient craft was useless. The hungry stone could not be carved, for it consumed the edge of the chisel. It could not be reasoned with, for it had no mind. It could not be fought, for it had no body. It was the stone itself, turned against its children. A great fear grew, for the Anuran believed their god, Gravok, had turned their face away.

There was a Quarry Warden named Boros, a pragmatic Anuran of the Basalt-Pattern, whose hands were made for breaking rock, not for fine carving. He watched the artisans fail, and in his practical heart, he knew their failure. He spake to the Clan Mothers, and his words, the scrolls say, were rough. “You cannot shape a thing that is eating your tool,” he said. “You cannot carve a flood. You cannot reason with a landslide. This is not a thing to be shaped. This is a thing to be erased.”

The priests called his words heresy, for the Anuran way was of shaping, of creation, not of unmaking. But Boros did not listen. He went not to a sacred forge, but to a yard of failed machines and broken tools. He took the great, heavy barrel from a steam-drill that had broken against the mountain’s will. He took the stock from a petrified tree, one of the first victims of the Deep-Gnawer, to fight the sickness with its own dead. He built not a thing of beauty or balance, but a loud, ugly, and purposeful thing.

For its voice, he needed not the focused hum of a crystal, but the roar of pure chaos. He went to his clan’s alchemists. He took not the solvent-secretion used for carving, nor the adhesive-secretion used for building. He took the volatile grade, the kind used for demolition, the breath of unmaking. He mixed this with the sharpest gravel and the most unstable powders. He did not place this power in a permanent, beautiful core, but in a weak, disposable shell of clay, made to be shattered.

He returned to the deep quarry where the Gnawing had now reached the very foundations of a great temple. The Stoneweavers were in retreat, their magic useless. Boros strode past them, holding his creation. They cried that his ugly machine was a blasphemy against the sacred stone.

Boros planted his feet, aimed his blaster at the heart of the creeping, silent blight, and pulled the trigger.

The sound, the tablets say, was the first of its kind. It was not the clean ring of a hammer, nor the hiss of steam, but the deafening, brutal ROAR of a mountain’s outrage. A cloud of thick, acrid smoke filled the cavern. The clay shell flew and shattered against the hungry stone.

The result was not a clean cut or a shaped edge. It was a wound. A great crater of shattered, blackened, and broken rock was torn into the face of the Deep-Gnawer. The creeping, silent hunger was met with a sudden, loud violence it could not consume. The blight recoiled from the sheer, raw force of its own unmaking. The spread was halted.

The priests were aghast at the brutal, ugly display. No beautiful thing had been made. No stone had been honored. A wound had been carved with thunder and smoke. But the temple was saved. Boros, the Warden, had proven that to protect the whole, sometimes a piece must be utterly destroyed.

The Moral of the Story: For the wise know that not all things can be perfected by the patient chisel. Some blights can only be answered by the unmaking breath, and true creation sometimes requires a loud and terrible demolition.

Suggested conversions to other systems:

Dungeons & Dragons (5th Edition)

Anuran Quarry Blaster Weapon (firearm), uncommon

This stout, heavy carbine is a masterpiece of Anuran industrial alchemy. It is loud, powerful, and slow to load, making every shot a tactical decision.

  • Category: Martial Ranged Weapon
  • Properties: Ammunition (range 30/90), Heavy, Two-Handed, Loud, Loading.
  • Blast Shot: This weapon fires quarry charges in a small explosion. You make a single attack roll against a target within range. On a hit, the target takes 2d8 piercing damage. All other creatures within 5 feet of the target must make a DC 13 Dexterity saving throw, taking 2d6 thunder damage on a failed save, or half as much damage on a successful one.
  • Sundering: The weapon deals double damage to objects and structures.
  • Ammunition: The blaster fires special Quarry Charges, which can only be crafted by a creature proficient with Alchemist’s Supplies. An Anuran can craft 5 standard charges during a long rest with 10 gp of materials. Specialized charges can also be crafted:
    • Solvent Charge: On a hit, the primary target takes no damage, but its AC is reduced by 2 for 1 minute.
    • Adhesive Charge: The primary target takes no damage but must succeed on a DC 13 Strength saving throw or be restrained.

Blades in the Dark

Demolition Blaster A heavy, single-shot industrial tool repurposed as a weapon. It fires a ceramic shell filled with alchemical explosives and shrapnel. It is incredibly destructive and deafeningly loud. (Destructive, Loud, 3 Load)

This is not a subtle weapon. Firing it is a statement, guaranteed to attract attention and leave a mark on the city’s infrastructure.

  • Game Mechanics:
    • This is a heavy weapon, effective at medium range.
    • Destructive: When you Wreck a structure, vehicle, or barrier with the blaster, you gain +1 Effect.
    • Area Effect: When you use it to attack a gang, you may affect a small group of them (2-3) instead of a single target.
  • Special Ammunition (Gear):
    • Your blaster has a custom gear clock labeled “Specialized Charges” with 4 segments. When you are in downtime with access to a workshop, you can Tinker to fill this clock. When you fire the blaster during a score, you can spend one tick from the clock to declare you are using a specialized charge to achieve a specific effect, such as:
      • Adhesive Charge: Trap a target or block an escape route.
      • Solvent Charge: Weaken a structure or a ghost’s ectoplasmic form.
      • Concussive Charge: Stagger and disorient a group of enemies.

Call of Cthulhu (7th Edition)

“The Pulverizer” Industrial Mining Gun A heavy, repurposed piece of mining equipment. It fires a large, frangible shell of alchemical compounds designed to shatter rock. It is loud, dangerous, and prone to catastrophic failure.

This is not a weapon made for accuracy or reliability; it is a tool of brute, destructive force.

  • Skill: Firearms (Shotgun)
  • Damage: 4d6 (at point-blank range) / 2d6 (within its normal range)
  • Base Chance: 30%
  • Attacks: 1/2 (takes a full round to breech-load a new shell)
  • HP: 14
  • Game Mechanics:
    • Area Effect: The shell shatters on impact. Any character standing within 1 yard of the primary target must make a DEX roll or suffer half damage from the shrapnel.
    • Sundering: The weapon ignores up to 15 points of armor/structure when used against inanimate objects like walls, doors, or vehicles.
    • Unreliable: This is a dangerous, repurposed tool. On a Fumble (roll of 96-100), the weapon jams catastrophically. The Keeper may rule that the volatile shell detonates in the breech, dealing damage to the user and destroying the weapon.

Knave (2nd Edition)

Quarry Blaster A heavy, single-shot, two-handed firearm that launches an explosive ceramic shell.

  • Slots: This bulky weapon and its ammunition take up 3 of a character’s 10 inventory slots.
  • Damage: Deals d10 damage.
  • Qualities:
    • Reload: Must be reloaded after each shot (takes 1 action).
    • Blast: The attack hits the target and all creatures within 5 feet of it.
    • Sunder: Deals double damage to objects and structures.
  • Special Ammunition:
    • A character can spend time and resources to craft special charges.
    • Adhesive Charge: Deals no damage. All targets hit must save versus Stone or become stuck in place for d4 rounds.
    • Solvent Charge: Deals no damage, but the Armor of all targets hit is reduced by 2 for the rest of the combat.

Fate Core

Anvil’s Roar Demolition Gun This is an Extra, representing a powerful and dangerously unsubtle industrial tool. Its strength lies in its ability to reshape the battlefield, often with significant collateral damage.

  • ASPECTS:
    • High Concept: Industrial-Grade Demolition Tool
    • Trouble: Deafeningly Loud and Inaccurate
    • Other: Requires Unstable, Hand-Made Ammunition
  • STUNTS:
    • Sundering Blast: Because it is designed to shatter rock, you get a +2 to Overcome an obstacle using Force when targeting inanimate objects like walls, doors, or vehicles.
    • Area Effect: When you make a Shoot attack with the blaster, you can choose to attack everyone in your current zone (including allies). Make a single attack roll. Anyone who wishes to avoid the blast must succeed on a Defend action against your roll; otherwise, they take the hit.
    • Specialized Charges: When you use the Crafts skill to create new ammunition, you can create a batch of charges with a specific Situation Aspect attached, such as Corrosive Solvent or Thick, Sticky Goo. When you succeed on an Attack with one of these charges, you can place that aspect on the target with one free invocation.

Numenera & Cypher System

Alchemical Disruption Projector This is an Artifact, a strange device that fires ceramic shells containing volatile, reactive compounds.

  • Level: 5
  • Form: A heavy, two-handed, carbine-like device made of iron and bronze with a wide, bell-shaped muzzle.
  • Effect:
    • Passive: The device is cumbersome and slow to reload. All attack actions with it are hindered (difficulty is increased by one step).
    • Active (Standard Charge): As an action, the wearer can fire a standard charge. It explodes in an immediate area. All creatures within the area must make a level 5 Speed defense roll or take 4 points of damage.
    • Active (Special Charges): The wearer can craft or acquire specialized charges.
      • Solvent Charge: Deals no damage, but reduces the Armor of all targets in the area by 1 for one minute.
      • Adhesive Charge: Deals no damage, but all targets in the area must succeed on a level 5 Might defense roll or have their movement reduced to 0 on their next turn.
  • Depletion: 1 in 1d10 (check each time it is fired).

Pathfinder (2nd Edition)

Quarry Blaster Item 4 Uncommon Alchemical Anuran

  • Price 85 gp
  • Usage held in 2 hands; Bulk 2
  • This heavy, two-handed martial firearm fires custom-made alchemical charges that explode on impact.
  • Ammunition alchemical charge (range 30 ft.); Reload 1
  • Game Mechanics:
    • The Quarry Blaster is a martial ranged weapon in the Firearm group.
    • Activate [two-actions] Blast (Alchemical); Effect You fire a charge at a target. Make an attack roll. On a success, the target takes 2d8 piercing damage, and all other creatures in a 5-foot burst centered on the target take 1d6 splash piercing damage. On a critical success, double the initial damage; the splash damage is also doubled.
  • Craftable Ammunition: A character with the Alchemical Crafting feat can craft specialized charges. The following recipes would be available.
    • Solvent Charge: The charge deals 1d6 acid damage and 1 acid splash damage. On a hit, the target takes a -1 circumstance penalty to AC for 1 minute.
    • Adhesive Charge: The charge deals no damage. On a hit, the target is Ensnared 10 (DC 18).

Savage Worlds (Adventure Edition)

Anuran Demolition Gun A heavy, single-shot industrial tool that fires devastating, custom-made alchemical shells.

  • Range: 5/10/20
  • Damage: 3d6
  • AP: 2
  • RoF: 1
  • Shots: 1
  • Weight: 15
  • Notes:
    • Heavy Weapon: May only be damaged by other Heavy Weapons.
    • Blast: On a successful hit, the attack affects everyone in a Medium Blast Template.
    • Slow Reload: It takes two full actions to reload this weapon.
    • Sunder: The weapon provides a +4 bonus to damage rolls when attacking an object or barrier.
  • Special Ammunition: The user can craft different ammo types during downtime.
    • Solvent Charges: On a successful hit, a target’s Armor is reduced by 2 for 3 rounds.
    • Adhesive Charges: On a successful hit, all targets within a Medium Blast Template must make a Strength roll at -2 or become Entangled.

Shadowrun (6th World)

Ares “Siege” Demolition Gun An industrial tool repurposed by Ares for their urban pacification and demolitions teams. This heavy, single-shot weapon fires a large-caliber alchemical shell designed to shatter barriers and scatter personnel. It is notoriously loud and cumbersome.

  • Type: H
  • Accuracy: 3
  • DV: 15P
  • AP: -5
  • Mode: SS
  • Ammo: 1 (m)
  • Availability: 14R
  • Cost: 12,000¥
  • Game Mechanics:
    • Heavy Weapon: This weapon follows the rules for Heavy Weapons.
    • Blast: The standard Quarry Charge has a Blast Radius of 6 meters.
    • Unwieldy: The weapon is difficult to handle. A character must have a Strength of 5 or higher to fire it without receiving a -2 dice pool penalty. Reloading is a Major Action.
    • Special Ammunition: The true versatility of the weapon comes from its specialized, hand-made ammunition.
      • Solvent Charges: Use the stats for Acid damage (p. 182, SR6 Core).
      • Adhesive Charges: Use the rules for chemical incapacitation with a Toxin Strength of 6, whose effect is to immobilize the target (similar to Stick-n-Shock).

Starfinder

Anuran Demolition Blaster Level 4 Heavy Weapon

  • Price 2,100 credits
  • Damage 1d12 B & P; Range 30 ft.; Critical Staggered
  • Hands 2; Bulk 2
  • Capacity 1 custom charge; Usage 1
  • Special analog, blast, single shot (reload 1 full action), sunder
  • A heavy, single-shot firearm of Anuran design that fires volatile alchemical charges.
  • Game Mechanics:
    • This is a two-handed projectile weapon with the analog, blast, single shot, and sunder special properties. Reloading is a full action.
    • Custom Ammunition: A character with ranks in Engineering or Mysticism can craft specialized ammunition for the blaster.
      • Solvent Charge: This charge replaces the weapon’s normal damage. On a hit, the target must succeed at a DC 17 Fortitude save or gain the corroding condition for 1 minute.
      • Adhesive Charge: This charge replaces the weapon’s normal damage. On a hit, the target must succeed at a DC 17 Reflex save or become entangled and stuck for 1d4 rounds.

Traveller (Mongoose 2nd Edition)

Industrial Demolition Gun (TL 7) A piece of heavy equipment used in asteroid mining and salvage to breach rock and stubborn hulls. It is essentially a man-portable cannon, firing a single, large-caliber alchemical shell.

  • Damage: 4d6
  • AP: 6
  • Weight: 10 kg
  • Power: n/a
  • Cost: Cr 5,000
  • Traits: Bulky, Single-Shot
  • Game Mechanics:
    • Bulky: The weapon is large and unwieldy, imposing DM-1 on all attack rolls.
    • Single-Shot: The weapon takes two full rounds to reload.
    • Blast 3: The standard ammunition has the Blast 3 trait, affecting everything within a 3-meter radius of the impact point.
    • Sunder: The weapon ignores 12 points of Armour when used against structures or vehicles.
    • Special Ammunition: Specialized shells can be acquired at high cost.
      • Corrosive Shells (Cr 150/shot): Deal no initial damage, but inflict 1d6 damage per round for 3 rounds to targets and objects in the blast.
      • Tangle shells (Cr 100/shot): Deal no damage, but targets in the blast must make a Difficult (10+) STR or DEX check or be stuck and unable to move for 1d6 rounds.

Warhammer Fantasy Roleplay (4th Edition)

Dwarf Mining Blaster A rare and dangerously powerful tool created by the Dwarf Engineer’s Guild for blasting through bedrock. It is considered too volatile for standard military use, but is sometimes employed by tunnel fighters and Ironbreakers.

  • Group: Gunpowder
  • Damage: +12
  • Enc: 4
  • Range: 20
  • Reload: 3
  • Availability: Very Rare
  • Qualities: Blackpowder, Dangerous, Imprecise, Reload, Shatter
  • Game Mechanics:
    • Blast 3: This weapon has the Blast 3 Quality, affecting anyone within 3 yards of the impact point.
    • Special Ammunition: A character with the Trade (Engineer) skill can attempt to craft specialized charges, a Difficult (–10) Test that takes one day per charge.
      • Acid Charges: The weapon loses the Shatter Quality and gains the Corrosive and an additional Dangerous Quality.
      • Tanglefoot Charges: The weapon’s Damage is reduced to +0, and it gains the Entangle Quality.