Feb 14, 2023 4:32 am

Equipment
In many ways, Malifaux exists for the express purpose of trade. The Guild of Mercantilers (typically just known as "the Guild") runs the entire world as an enormous company town, extracting Soulstone and rare metals from the mines, shipping them back to Earth, and keeping as much of the profit as possible. The Guild has positioned itself as the primary source of goods and services for most people in Malifaux, though independent contractors of all stripes exist outside of Guild purview.
Currency
The Guild prefers to pay in "scrip," a type of currency only valid at Guild-owned businesses and whose value can fluctuate wildly from week to week. The Guild can be induced to pay in gold coin, silver notes, Soulstone dust, or other more stable commodities, but it prefers not to do so whenever possible. Coin denominations include the penny ($0.01; plural is "pence"), the deiner ($0.10), and the quarter-scrip ($0.25). All coinage sports the ram's head symbol of the Guild.
$1 of Guild scrip in 1907, when adjusted for inflation, would be roughly $31 USD today. All costs in this thread are listed in scrip dollars ($), and those prices can jump or drop as much as 50% from the listed value.
Cheap Gear
Almost any gear (not services) can be bought on the cheap if the buyer is willing to take lower quality. Common items like clothes are ratty and torn, hats are crumpled, and boots have a tendency to admit water. Cheap guns can be bought too — but they tend to backfire when used too often.
Buying a cheap piece of gear cuts the cost by 50%. Any piece of gear that would be used as part of a Trait test (such as an attack roll) can malfunction when the player rolls a 1 on the Trait die. A cheap sword can chip or break, a cheap gun can jam, and cheap armor can rip and just fall right off your body. A character who also has the All Thumbs Hindrance suffers double the penalty (he takes a malfunction on a roll of 1 on either the Trait die or Wild Die).
Items without a Trait test attached can still affect others’ perception of the character. Openly wearing cheap clothing or goods may inflict a –1 penalty to the wearer’s Persuasion rolls.
Armor
The days of plate and chain are long gone on Earth. The advent of firearms has made most armor effectively worthless, though some engineers continue to build and improve armor specifically meant to stand against gunfire. Many street toughs wear leather jackets or chain-lined vests to keep knives out of their ribs, but wearing full armor openly in public is beyond gauche in most people’s eyes.
Unless armor possesses the Subtle quality, it cannot be hidden by normal clothing. Wearing obvious armor is off-putting for most people as well. At the GM’s discretion, wearing obvious armor can inflict a –1 penalty to Persuasion when dealing with people of quality. For lower-class folk, it’s just a sensible precaution. Guild guardsmen also tend to take note of people walking around in full body armor, and earning the Guild's attention is rarely a good thing.
Worn Armor stacks with natural Armor (such as scaly skin) at its full value. Worn Armor also stacks with one other layer of Worn Armor. The lesser armor adds half its value (rounded down) to the total and increases the heavier armor’s Minimum Strength penalty by a die type. Wearing a chain mail shirt (+3) beneath breastplate (+4), adds +1 to the wearer’s armor value, for a total of +5, and increases the Minimum Strength requirement to d10.
Type | Armor | Min. Str | Weight | Cost | Notes |
Duster/Long Coat | +1 | d4 | 3 lbs. | $3 | Covers torso, arms, legs; subtle |
Heavy Robes | +1 | d4 | 8 lbs. | $1 | Covers torso, arms, legs |
Trail Chaps | +1 | d4 | 2 lbs. | $2 | Covers legs; subtle |
Ballistic Vest | +2 | d4 | 10 lbs. | $35 | Covers torso; +4 Armor versus bullets; subtle |
Brigandine Jacket | +2 | d6 | 10 lbs. | $25 | Covers torso, arms; subtle |
Chain Shirt | +3 | d8 | 10lbs. | $10 | Covers torso, arms |
Breastplate | +4 | d8 | 15 lbs. | $30 | Covers torso |
Boiled Leather Jacket & Leggings | +2 | d6 | 15 lbs. | $4 | Covers torso, arms, legs |
Vambraces | +3 | d4 | 5 lbs. | $20 | Covers arms |
Greaves | +3 | d4 | 5 lbs. | $20 | Covers legs |
Steel-Lined Hat | +1 | d6 | 2 lbs. | $4 | Covers head; subtle |
Miner’s helmet | +2 | d4 | 3 lbs. | $5 | Covers head |
Full helmet | +4 | d8 | 4 lbs. | $6 | Covers head |
Small Shield | – | d4 | 4 lbs. | $6 | +1 Parry, +1 Armor versus ranged attacks |
Medium Shield | – | d6 | 8 lbs. | $15 | +1 Parry, +2 Armor versus ranged attacks |
Large Shield | – | d8 | 12 lbs. | $25 | +2 Parry, +2 Armor versus ranged attacks |
Blades
Type | Damage | Min. Str | Weight | Cost | Notes |
Bayonet | Str+d4 | d4 | 1 lb. | $3 | When attached to rifle: Str+d6 damage, Parry +1, Reach 1, two hands |
Claymore | Str+d10 | d10 | 5 lbs. | $8 | Parry –1, two hands |
Rapier | Str+d4 | d4 | 2 lbs. | $5 | Parry +1 |
Knife | Str+d4 | d4 | 1 lb. | $2 | |
Long Sword | Str+d8 | d8 | 3 lbs. | $7 | |
Saber | Str+d6 | d6 | 2 lbs. | $4 | |
Katana | Str+d6+1 | d6 | 3 lbs. | $35 | Two hands |
Straight Razor | Str+2 | d4 | 0.25 lb. | $1 | -2 to Notice if hidden |
Bowie Knife | Str+d4 | d4 | 2 lbs. | $4 | AP 1 |
Chain & Blunt Weapons
Type | Damage | Min. Str | Weight | Cost | Notes |
Brass Knuckles | Str+2 | d4 | 1 lb. | $1 | Doesn’t count as a weapon for Unarmed Defender. |
Chain | Str+d6 | d6 | 3 lbs. | $5 | Ignores shield parry and cover bonuses |
Billy Club/Baton | Str+d4 | d4 | 1 lb. | $1 | |
Club, Heavy | Str+d6 | d6 | 5 lbs. | $2 | |
Maul | Str+d10 | d10 | 10 lbs. | $5 | Two hands, +2 damage to break objects |
Sledgehammer | Str+d6 | d6 | 4 lbs. | $4 | Two hands |
Spiked Warhammer | Str+d6 | d6 | 4 lbs. | $5 | AP 1, two hands |
Staff | Str+d4 | d4 | 2 lbs. | $2 | Parry +1, two hands |
Pugil Gauntlet | Str+d4 | d6 | 3 lbs. | $10 | Doesn’t count as a weapon for Unarmed Defender. |
Axes & Polearms
Type | Damage | Min. Str | Weight | Cost | Notes |
Hatchet | Str+d6 | d4 | 2 lbs. | $4 | AP 1 |
Fire Axe | Str+d8 | d6 | 4 lbs. | $5 | AP 1, two hands |
Battle Axe | Str+d8 | d8 | 4 lbs. | $10 | |
Great Axe | Str+d10 | d10 | 7 lbs. | $13 | AP 2, Parry -1, two hands |
Spear | Str+d6 | d6 | 3 lbs. | $3 | Parry +1, Reach 1, two hands |
Halberd | Str+d8 | d8 | 5 lbs. | $10 | Parry +1, Reach 1, two hands |
Archery & Thrown Weapons
Type | Range | Damage | AP | RoF | Shots | Min. Str | Weight | Cost | Notes |
Bola | 4/8/16 | Str | - | 1 | - | d4 | 1 lb. | $3 | With a raise on the attack roll, the victim is Entangled instead of bonus d6 damage. |
Sling | 4/8/16 | Str+d4 | - | 1 | - | d4 | 1 lb. | $1 | |
Shuriken | 4/8/16 | Str+1 | - | 1 | - | d4 | 0.25 lb. | $1 for three | |
Throwing Axe | 3/6/12 | Str+d6 | - | 1 | - | d4 | 2 lbs. | $4 | |
Throwing Knife | 3/6/12 | Str+d4 | - | 1 | - | d4 | 1 lb. | $2 | |
Crossbow, Light | 10/20/40 | 2d6 | 2 | 1 | 1 | d6 | 5 lbs. | $9 | Reload 1, hand drawn |
Crossbow, Heavy | 15/30/60 | 2d8 | 2 | 1 | - | d6 | 8 lbs. | $15 | Reload 2, two hands, needs a windlass to reload |
Short Bow | 12/24/48 | 2d6 | - | 1 | - | d6 | 2 lb. | $3 | Two hands |
Long Bow | 15/30/60 | 2d6 | 1 | 1 | - | d8 | 3 lbs. | $5 | Two hands |
Compound Bow | 12/24/48 | Str+d6 | 1 | 1 | - | d6 | 3 lbs. | $7 | Two hands |
Handguns
The vast majority of modern handguns are revolvers. Revolvers can be single-action (in which the hammer must be cocked prior to firing) or double-action (in which pulling the trigger also cocks the hammer).
Semi-automatic firearms with self-loading actions (meaning the gun, when fired, automatically loads the next round into the chamber) have existed for well over a decade but have not yet become very prevalent on Malifaux. This is primarily because their complex loading mechanisms make them more expensive than revolvers.
A Note on Single-Action Revolvers: Characters armed with a single-action revolver can only use the Rapid Fire Edge by "fanning the hammer." This involves the shooter keeping the trigger pressed while his other hand rapidly slaps down the hammer. A single-action revolver cannot be used for the Double Tap Edge.
Type | Range | Damage | AP | RoF | Shots | Min. Str | Weight | Cost | Notes |
Flintlock Pistol | 5/10/20 | 2d6+1 | - | 1 | 1 | d4 | 2 lb. | $15 | Two rounds to reload |
Pocket Pistol | 5/10/20 | 2d6 | - | 1 | 2 | d4 | 1 lb. | $15 | -2 to Notice if hidden |
Double-Action Revolver, Small Caliber (.22-.38) | 12/24/48 | 2d6 | 1 | 1 | 6 | d4 | 3 lbs. | $15 | Reload 6. A single-action revolver has the same stats but costs $1 less. |
Double-Action Revolver, Large Caliber (.40-.50) | 15/30/60 | 2d6+2 | 1 | 1 | 6 | d4 | 4 lbs. | $20 | Reload 6. A single-action revolver has the same stats but costs $2 less. |
Semi-Auto Pistol | 12/24/48 | 2d6+1 | 1 | 1 | 7 | d4 | 4 lbs. | $40 | One action to fully reload |
Longarms
Type | Range | Damage | AP | RoF | Shots | Min. Str | Weight | Cost | Notes |
Musket | 15/30/60 | 2d8 | - | 1 | 1 | d6 | 6 lbs. | $25 | Two rounds to reload |
Hunting Rifle | 24/48/96 | 2d8 | 2 | 1 | 8 | d6 | 5 lbs. | $30 | Snapfire |
Combat Rifle | 24/48/96 | 2d8 | 2 | 1 | 15 | d6 | 6 lbs. | $40 | |
Military Carbine | 20/40/80 | 2d8-1 | 2 | 1 | 9 | d6 | 6 lbs. | $45 | |
Sniper Rifle | 30/60/120 | 2d10 | 4 | 1 | 11 | d8 | 7 lbs. | $75 | Snapfire |
Gatling Gun | 24/48/96 | 2d8 | 2 | 3 | 20-100 | d6 | 40 lbs. | $100 | Uses a 20-round magazine or 100-round belt |
Shotguns
Shotguns can be chambered to fire a spread of metal balls (called "shot") or cartridges with a single heavy bullet in them (called a "slug"). Shot can do more damage at close range, where the spread is smaller and more of the pellets hit the target. Slugs tend to do more consistent, powerful damage in a narrower field.
A shotgun firing shot adds +2 to the user’s Shooting roll. Such a weapon deals 1d6 damage at Long range, 2d6 damage at Medium range, and 3d6 damage at Short range. A shotgun chambered for slugs offers no bonus on the Shooting roll, but the damage is 2d10 regardless of the range increment.
Some shotguns have two attached barrels. So-called "double barrel" shotguns often have a mechanism where both barrels can be fired simultaneously or can be triggered separately. For double-barrel blasts, the attacker only rolls damage once but adds +4.
Type | Range | Damage | AP | RoF | Shots | Min. Str | Weight | Cost | Notes |
Blunderbuss | 10/20/40 | 1d6-3d6 | - | 1 | 1 | d6 | 6 lbs. | $30 | Two rounds to reload |
Hunting Shotgun | 12/24/48 | 1d6-3d6 | - | 1-2 | 2 | d4 | 6 lbs. | $15 | Double-Barrel |
Combat Shotgun | 12/24/48 | 1d6-3d6 | - | 1 | 12 | d6 | 6 lbs. | $45 | |
Sawed-Off Shotgun | 5/10/20 | 1d6-3d6 | - | 1-2 | 2 | d6 | 5 lbs. | $15 | Double-Barrel |
Pneumatic Weapons
Thanks to the steam-based techno-magical engineering of Malifaux, handheld weapons technology has improved significantly. Pneumatic devices use Soulstone dust to generate the heat and steam needed to function. Chainsaws, rotary blades, jackhammers and other industrial-grade contraptions have been introduced into the realm of personal weapons, and they've become very popular among certain kinds of people. Pneumatic weapons are very lethal but also very expensive compared to other types of weaponry. They are heavier, bulkier, louder, and more noticeable than their non-steam counterparts. Pneumatic items inevitably roar, hiss, and buzz while in operation, so subtlety is never an option when using one. It takes an action to activate a pneumatic weapon from a cold start. Until it reaches full power, it’s little better than an improvised bludgeon.
Pneumatic weapons need regular infusions of Soulstone dust for fuel. A wielder can assume that $10 (1 ounce) of Soulstone dust keeps a steam weapon running in good order for a whole month.
Type | Damage | Min. Str | Weight | Cost | Notes |
Reciprocating Saw | Str+2d4 | d6 | 5 lbs. | $20 | AP 2 |
Chainsaw | Str+2d6 | d8 | 20 lbs. | $40 | AP 2, two hands |
Chainsword | Str+2d8 | d8 | 10 lbs. | $80 | AP 2, Parry –1, two hands |
Rotary Blade | Str+2d6 | d6 | 8 lbs. | $50 | AP 4, two hands |
Jackhammer | Str+2d6 | d10 | 40 lbs. | $40 | AP 2, two hands, +1d10 damage on a raise instead of +1d6 |
Rivet Gun | 2d10 | d10 | 35 lbs. | $45 | AP 3, two hands |
Pneumatic Drill | Str+2d6 | d8 | 20 lbs. | $40 | Two hands, AP 3 if target can't back away |
Galvanic Weapons
Galvanic devices make direct use of electricity as a weapon. They are similar to pneumatic devices in that they draw their power from Soulstone, but rather than relying on steam pressure, they use electricity generated by tesla coils and dynamos. Once activated and powered up, a galvanic weapon unleashes its energy by contact or at range.
When activated from a cold start, a galvanic weapon requires one round to charge up before it can be used. During this time, the device crackles to life, and onlookers might see bluish light or small arcs of electricity emanating from the item. Galvanic weapons are bright, loud, and nearly impossible to employ in a subtle way. Some devices may require additional charging periods after a certain number of blasts or uses.
While fearsome and impressive to look upon, galvanic weapons can sometimes prove unpredictable and dangerous to those wielding them. A damage-induced malfunction, or contact with a conductive material at the wrong time, could result in the wielder electrocuting himself. More than one galvanic enthusiast has met a shocking end when his lightning gun accidentally got wet and short-circuited in spectacular fashion.
Galvanic weapons have been made illegal by the Guild, though galvanic technology for other uses is still widely permitted. Only authorized Guild members are allowed to own and use galvanic weaponry. That said, these devices are popular within some circles, and the Union does a brisk trade in black market galvanism. The Arcanists' many tinkerers and steamfitters are particularly adept at building these contraptions.
Special Rules: All galvanic weapons ignore metal (or mostly metal) armor; they completely bypass the associated Armor value. Furthermore, a galvanic device does one extra die of damage if the target is in contact with water, carrying more than ten pounds of metal, or otherwise touching some sort of conductor.
If the wielder rolls a Critical Failure when using the device or is subject to dangerous conductivity (standing in water or touching metal), he suffers full damage from his own weapon. It goes without saying that trying to use a galvanic weapon in the rain is suicidal.
Galvanic weapons need $15 (1.5 ounces) worth of Soulstone dust per month to remain operational.
Type | Range | Damage | RoF | Shots | Min. Str | Weight | Cost | Notes |
Shock Baton | - | Str+d8 | - | - | d4 | 2.5 lbs. | Ignores metal armor. Damage is Str+d4 when the baton is deactivated. | |
Lightning Gun | 24/48/96 | 2d8+2 | 1 | 3 | d8 | 35 lbs. | $100 | Ignores metal armor. Must spend one round recharging after every 3 blasts. |
Galvanic Grenade | 5/10/20 | 1d6-3d6 | 1 | - | d4 | 1 lb. | $10 | Large Burst Template, ignores metal armor, damage is 3d6 on the 1st round, 2D6 on the 2nd round, and 1d6 on the 3rd round. |
Miscellaneous
Type | Range | Damage | RoF | Shots | Min. Str | Weight | Cost | Notes |
Flamethrower | 18, Cone | 2d10 | 1 | 50 | d8 | 25 lbs. | $100 | Heavy weapon, two hands |
Potato Masher (Grenade) | 5/10/20 | 3d6 | - | - | d4 | 1 lb. | $5 | Heavy weapon, MBT |
Bull Whip | - | Str+d4 | - | - | d4 | 2 lbs. | $5 | Reach 2, Parry -1. With a raise on the attack roll, the victim is Entangled instead of bonus d6 damage. |
Lasso/Lariat | - | - | - | - | d4 | 3 lbs. | $2 | Reach 2, Parry -1. Initiates a Test using the wielder’s Fighting skill. The target is Entangled with success, and Bound on a raise. |
Net, 12 ft. | 3/6/12 | - | 1 | 1 | d4 | 10lbs. | $4 | A successful hit means the target is Entangled. The net is Hardness 10 and vulnerable only to cutting attacks. |
Ammunition
Type | Weight | Cost | Notes |
Arrow | 1 lb. for 10 | $1 for 50 | |
Quarrel | 1 lb. for 10 | $1 for 30 | |
Bullet, Pistol Caliber | 1 lb. for 50 | $3 for 20 | |
Bullet, Rifle Caliber | 1 lb. for 25 | $4 for 20 | |
Lead Ball, Pistol | 1 lb. for 50 | $1 for 50 | |
Lead Ball, Musket | 1 lb. for 25 | $1 for 25 | |
Paper Cartridge | 1 lb. for 16 | $1 for 16 | |
Shotgun Shell, Shot | 1 lb. for 25 | $5 for 20 | |
Shotgun Shell, Slug | 1 lb. for 25 | $5 for 20 | |
Shotgun Shell, Flame | 1 lb. for 25 | $7 for 10 | |
Gatling Gun Magazine (20 Bullets) | 1 lb. empty, 3.5 loaded | $3 | |
Gatling Gun Ammo Belt (100 Bullets) | 5 lbs. empty, 21 lbs. loaded | $21 | |
Gunpowder, 16 oz. | 1 lb. | $1 | If ignited, it does 1d6 damage to a small burst template |
Gunpowder, Keg | 20 lbs. | $20 | If ignited, it does 5d6 damage to a large burst template |