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

Weapons of Other Eras

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

Enchantments

Weapons can be magically enchanted.

Brainstorm list:

  • Ghost touch
  • Dancing
  • Defending
  • Brilliant Energy
  • Spell-parry
  • Slaying
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