Melee Weapons
Note on damage dice:
- You gain bonus dice based on your rank. For example, a dagger inflicts 1d4; at rank 2, it inflicts 2d4, and at rank 3, 3d4, etc.
- A weapon that naturally inflicts multiple dice, such as 2d6 at rank 1, would inflict 4d6 at rank 2, etc.
Light Weapons
One-handed, light enough to dual wield and make sneak attacks. Can use Dex instead of Str for attack and damage rolls.
Light melee weapons can also be thrown with a range increment of 1 square.
Weapon | Hands | Damage | Damage Type | Critical | Special | Cost |
---|---|---|---|---|---|---|
Dagger |
1 |
1d4 |
P |
19 |
|
10 cp |
Hatchet |
1 |
1d6 |
S |
20 |
|
10 cp |
Light mace or hammer |
1 |
1d6 |
B |
20 |
|
10 cp |
Shortsword |
1 |
1d6 |
S |
20 |
|
20 cp |
Medium Weapons
One-handed, light enough to wield a shield or light weapon in offhand. If you dual-wield medium weapons, you suffer -4 to attack and damage rolls with both. Can use Dex for attack rolls at your option; must use Str for damage rolls.
Weapon | Hands | Damage | Damage Type | Critical | Special | Cost |
---|---|---|---|---|---|---|
Longsword |
1 |
1d8 |
S/P |
19 |
Bastard Grip |
50 cp |
Warhammer or Mace |
1 |
1d8 |
B/P |
20 |
Armor Penetration 5 |
50 cp |
Axe |
1 |
1d10 |
S |
20 |
|
50 cp |
Scimitar |
1 |
1d6 |
S |
18 |
|
100 cp |
Spear |
1 |
1d8 |
20 |
Throwable |
25 cp |
- Bastard Grip: You may optionally wield this weapon with two hands, increasing the damage die by one step (e.g. 1d8 -> 1d10).
- Throwable: Can be thrown using Ranged skill, range increment 1 square.
Heavy Weapons
Two-handed, uses Str to hit and dmg.
Weapon | Hands | Damage | Critical | Special | Cost |
---|---|---|---|---|---|
Maul |
2 |
1d12 |
20 |
|
100 cp |
Greataxe |
2 |
1d12 |
20 |
|
150 cp |
Greatsword |
2 |
2d6 |
20 |
|
150 cp |
Pike |
2 |
1d10 |
20 |
Reach, set for charge |
75 cp |
Specials:
- Reach: gain +1 reach, but you don't threaten inside the area
- Set for charge: when an attacker charges you (front arc, awareness, blah blah), any readied actions or AOOs against them do double damage, and prevent forward motion on successful hit
Ranged Weapons
Range Inc = Suffer -1 to Hit and Hit Power per this many squares of range.
Weapon | Hands | Damage | Damage Type | Rate of Fire | Reload | Range Inc | Clip Size | Special |
---|---|---|---|---|---|---|---|---|
Shortbow |
2 |
1d8 |
P |
Single |
Free |
5 |
1 | |
Longbow |
2 |
1d10 |
P |
Single |
Free |
10 |
1 |
Strength penalty applies to hit/dmg (if any) |
Crossbow |
2 |
1d10 |
P |
Single |
Swift |
5 |
1 | |
Heavy Crossbow |
2 |
1d12 |
P |
Single |
Std |
10 |
1 | |
Sling |
1 |
1d4 |
B |
Single |
Free |
5 |
1 |
Ammo is free |
Exceptional Materials
A weapon can be made of exceptional materials.
- Metals
Material | Rank | Primary Trait |
---|---|---|
Mithral |
1 |
Lightweight |
Blue Steel |
1 |
Harder, more resilient |
Cold Iron |
1 |
Spell penetration |
Silver |
1 |
Better for hybrids |
Pyrite |
2 |
En fuego |
Dlarun |
2 |
Frosty |
Lodestone |
2 |
Lightning, magnetism |
Ironwood |
3 |
Naturalistic |
Truesilver |
3 |
Holy, spell reflective |
Darksteel |
3 |
Super-strong, heavy |
Flame |
4 |
Super-fiery |
Ice |
4 |
Super-frosty |
Lightning |
4 |
Super-lightningy |
Adamantium |
5 |
Indestructible, cuts other metals |
Glass |
5 |
Super-lightweight, absorbs energy |
Force |
5 |
Pure force |
Prismatic |
5 |
Does many things |
Ruby |
6 |
Focuses the will into strength |
Emerald |
6 |
Rewards a powerful mind with defense |
Sapphire |
6 |
For the stout of heart, resilience |
Diamond |
7 |
Pretty much perfect. |
Construction
Weapon Mods
Every metal weapon can have one of the below mods.
You may apply more than one mod, but each one applied beyond the first cost +100% per extra mod (the 2nd cost 2x, the 3rd costs 3x, etc).
Balanced
An exceptionally-balanced weapon is quicker to respond, both on the offensive and on the defensive.
- +1/2/3/4/5 Parry
- +1/2/3/4/5 Hit
- Market Value: 5 sp / 2 gp / 6 gp / 18 gp / 54 gp
Keen
Honed to an extra-fine edge, a keen weapon more readily penetrates critical locations.
- +1/2/3/4/5 Critical Threat Range
- Market Value: 5 sp / 2 gp / 6 gp / 18 gp / 54 gp
Hardened
A hardened blade is reinforced at the tip, good for penetrating thick armor and taking punishment.
- +5/10/25/50/100 Armor Penetration
- +5/10/15/20/25 Block (when weapon is used to block)
- Market Value: 5 sp / 2 gp / 6 gp / 18 gp / 54 gp
Weighty
A blade made deliberately heavy is slower to wield, but hits a bit harder.
- +2/4/6/8/10 Hit Power
- Market Value: 5 sp / 2 gp / 6 gp / 18 gp / 54 gp