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| equipment:weapons [2026/03/30 23:42] – vondor | equipment:weapons [2026/05/15 17:34] (current) – hyperlinking BR elfinlocks | ||
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| By default, a melee weapon uses your Strength modifier for the attack **and** damage rolls. Optionally, Light weapons may use Dexterity for the attack rolls instead. In order to use Dexterity for damage as well, the weapon must have the Agile trait. See the [[equipment: | By default, a melee weapon uses your Strength modifier for the attack **and** damage rolls. Optionally, Light weapons may use Dexterity for the attack rolls instead. In order to use Dexterity for damage as well, the weapon must have the Agile trait. See the [[equipment: | ||
| </ | </ | ||
| + | |||
| + | ===== Improvised Weapons ===== | ||
| + | |||
| + | If you attack with something that wasn’t built to be a weapon, such as a chair or a vase, you’re making an attack with an improvised weapon. Improvised weapons are Simple Weapons. You take a –2 penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits that the improvised weapon should have, due to their widely varied nature. Due to this, Improvised Weapons may be light, one-handed, or two-handed, depending upon what the item is. | ||
| ---- | ---- | ||
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| | War Maul || One || 1d10 || x3 || - || 9 lbs || B || 8 || Savage (4) || | | War Maul || One || 1d10 || x3 || - || 9 lbs || B || 8 || Savage (4) || | ||
| | Morning Star || One || 1d6 || x2 || - || 7 lbs || B and P || 7 || Armor Piercing (4), Savage (4) || | | Morning Star || One || 1d6 || x2 || - || 7 lbs || B and P || 7 || Armor Piercing (4), Savage (4) || | ||
| - | | Warmace | + | | Warmace |
| | Quarterstaff | | Quarterstaff | ||
| | Earthbreaker | | Earthbreaker | ||
| Line 98: | Line 102: | ||
| | Halberd | | Halberd | ||
| | Boar Spear || Two || 1d8 || x3 || - || 12 lbs || P || 9 || Brace, Reach 1, Felling (4) || | | Boar Spear || Two || 1d8 || x3 || - || 12 lbs || P || 9 || Brace, Reach 1, Felling (4) || | ||
| + | | War Pike || Two || 1d8 || x3 || - || 12 lbs || P || 10 || Brace, Reach 2 || | ||
| | Glaive | | Glaive | ||
| | Ranseur | | Ranseur | ||
| | Lucerne Hammer | | Lucerne Hammer | ||
| + | |||
| + | === CHAIN === | ||
| + | |||
| + | | Name || Hands || Dmg || Critical | ||
| + | | Light Flail || Light || 1d6 || x2 || - || 4 lbs || B || 7 || Chain, Trip, Disarm | ||
| + | | Chain Knife || Light || 1d4 || x2 || - || 3 lbs || S or P || 12 || Reach 1, Chain, Disarm, Agile || | ||
| + | | Chain Whip || Light || 1d3 || x2 || - || 4 lbs || B || 7 || Reach 1,Chain, Flexible, Disarm, Trip, Agile || | ||
| + | | Whip || Light || - || - || - || 2 lbs || B || 4 || Reach 3, Flexible, Disarm, Trip | ||
| + | | Flail || One || 1d8 || x2 || - || 8 lbs || B || 10 || Chain, Trip, Disarm | ||
| + | | Nunchuck | ||
| + | | Kusarigama | ||
| + | | Heavy Flail || Two || 1d10 || x2 || - || 12 lbs || B || 12 || Chain, Trip, Disarm | ||
| + | | Spiked Chain || Two || 1d8 || x2 || - || 10 lbs || B and P || 10 || Reach 1,Chain, Flexible, Disarm, Trip || | ||
| + | | Talon Whip || Two || 1d6 || x2 || - || 8lbs || P or S || 15 || Reach 2,Chain, Flexible, Disarm, Trip || | ||
| === BOWS === | === BOWS === | ||
| Line 117: | Line 136: | ||
| === CROSSBOWS AND FIREARMS === | === CROSSBOWS AND FIREARMS === | ||
| - | | Name | + | | Name || Hands || Dmg || Critical |
| - | | Light Crossbow | + | | Light Crossbow |
| - | | Heavy Crossbow | + | | Heavy Crossbow |
| - | | Pistol | + | | Pistol |
| - | | Musket | + | | Musket |
| - | | Long Rifle | + | | Long Rifle || Heavy || 2d8 || x2 || 120ft || 12 lbs || Ballistic |
| + | | Ammo, Standard | ||
| + | | Ammo, Fragmenting | ||
| + | | Ammo, Hardened | ||
| ===== Weapon Descriptions ===== | ===== Weapon Descriptions ===== | ||
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| A pole-mounted hammer with a piercing spike designed specifically to defeat heavy armor. Its crushing head and narrow point make it a feared weapon against knights. | A pole-mounted hammer with a piercing spike designed specifically to defeat heavy armor. Its crushing head and narrow point make it a feared weapon against knights. | ||
| </ | </ | ||
| - | ===== Masterwork Weapons ===== | ||
| - | You may Masterwork | + | ==== Bows ==== |
| + | <WRAP round box> | ||
| + | === Shortbow === | ||
| + | The Shortbow is a compact ranged weapon that excels in close combat and on Horseback. | ||
| - | ===== Magical Weapons ===== | + | **SPECIAL**: |
| + | </ | ||
| + | <WRAP round box> | ||
| + | === Longbow | ||
| + | The Longbow or Warbow is a powerful ranged weapon that can be nearly as tall as its wielder | ||
| - | Weapons may also possess magical enchantments, | + | **SPECIAL**: |
| + | </ | ||
| + | ==== Crossbows and Firearms ==== | ||
| - | ==== Table: Magic Weapon Costs ==== | + | <WRAP center round info 90%> |
| + | If a character has at least 1 Prowess a reload action can be performed while moving. A weapon requiring a [[game_systems:combat: | ||
| + | </ | ||
| - | ^ Enchantment Tier ^ TU Value ^ | + | <WRAP round box> |
| - | | +1 Weapon | + | === Light Crossbow === |
| - | | +2 Weapon | + | This compact crossbow can easily be held in one hand. It is a common sight in the hands of rogues and assassins. |
| - | | +3 Weapon | + | |
| - | | +4 Weapon | + | |
| - | | +5 Weapon | + | |
| - | | +6 Weapon | + | |
| - | | +7 Weapon | + | |
| - | | +8 Weapon | + | |
| - | | +9 Weapon | + | |
| - | | +10 Weapon | + | |
| - | ---- | + | **SPECIAL**: |
| + | </ | ||
| + | <WRAP round box> | ||
| + | === Heavy Crossbow === | ||
| + | This bulky bolt-thrower is a staple in siege warfare and a common sight in the hands of snipers. | ||
| - | ===== Improvised Weapons ===== | + | **SPECIAL**: |
| + | </ | ||
| + | <WRAP round box> | ||
| + | === Pistol | ||
| + | A Wheel-lock, Flintlock or Percussion cap black powder pistol. Packs massive firepower in a small package. | ||
| - | If you attack with something that wasn’t built to be a weapon, such as a chair or a vase, you’re making an attack with an improvised weapon. Improvised weapons are Simple Weapons. You take a –2 penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits that the improvised weapon should have, due to their widely varied nature. Due to this, Improvised Weapons may be light, one-handed, or two-handed, depending upon what the item is. | + | **SPECIAL**: |
| + | </ | ||
| + | <WRAP round box> | ||
| + | === Musket === | ||
| + | A Wheel-lock, Flintlock | ||
| + | **SPECIAL**: | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | === Long Rifle === | ||
| + | A Wheel-lock, Flintlock or Percussion cap black powder rifle. A long range death bringer that is cumbersome to use | ||
| + | |||
| + | **SPECIAL**: | ||
| + | </ | ||
