Below are unique items available to players for the Colossus of the Drylands campaign frame. They are available on top of the base items shown in the core rulebook.

Primary Weapons

NameTraitRangeDamageBurdenFeature
RevolverFinesseFarTier 1: d6+1 phy

Tier 2: d6+4 phy

Tier 3: d6+7 phy

Tier 4: d6+10 phy
One-handedSix Shot: Place 6 Ammo tokens on your character sheet. Spend 1 Ammo token to make an attack. You can mark a Stress to regain spent Ammo tokens.
RifleAgilityVery FarTier 1: d8+2 phy

Tier 2: d8+5 phy

Tier 3: d8+8 phy

Tier 4: d8+11 phy
Two-handedSightline: Spend 2 Hope to gain advantage on an attack roll.
ShotgunStrengthVery CloseTier 1: d6+2 phy

Tier 2: d6+5 phy

Tier 3: d6+8 phy

Tier 4: d6+11 phy
Two-handedScattershot: When you make an attack, target all creatures in front of you within range.

Secondary Weapons

NameTraitRangeDamageBurdenFeature
LassoAgilityVery CloseTier 1: d4 phy

Tier 2: d4+3 phy

Tier 3: d4+6 phy

Tier 4: d4+9 phy
One-handedRoped: On a successful attack, you can temporarily Rope the target instead of dealing damage. While Roped, the target is Restrained and Vulnerable, but you must remain within Very Close range of the target. When the target clears this condition, you can make a Strength Reaction Roll. On a success, they remain Roped.
Small RevolverFinesseFarTier 1: d6 phy

Tier 2: d6+3 phy

Tier 3: d6+6 phy

Tier 4: d6+9 phy
One-handedQuick Shot: Spend 2 Hope to gain a +4 bonus to primary weapon damage.

Consumables

  • Dynamite: (Consumable) You can light this dynamite and toss it within Close range. All creatures within Very Close range of where the dynamite lands must make a Reaction Roll (14). Targets who fail take 1d20+5 physical damage. Targets who succeed must mark a Stress. Dynamite deals double damage to inanimate objects or structures.