Melee Weapons
Ranged Weapons
EXPLANATION OF TERMS
Versatility: If you are proficient with the weapon, add this value to your attack and defense while wielding it. Using Slings when unproficient gives a -1 penalty to the Attack roll, and using Bow when unproficient gives a -2 penalty (neither of these penalties apply to Defense).
Damage: How much damage the weapon does on a successful hit.
Armor Piercing: Added to damage when striking an armored opponent.
Type: Proficiency Type, see Character Creation.
Effective Range: How far the weapon can shoot without penalty. Shots fired up to double the Effective range are at -2 to Attack, up to quadruple are -4 to attack, and up to 8 times further are at -6.
Max range: The furthest a ranged weapon can be fired, equivalent to 16 times the Effective Range.
Reload Time: Number of rounds in which the attacker must perform no complex actions before he can use his weapon again.
Name (hands)
|
Versatility
|
Damage
|
Armor Piercing
|
Type
|
Unarmed (1 or 2)
|
+0
|
1d3 (1d6 proficient)
|
+0
|
Unarmed
|
Improvised (1)
|
+1
|
1d4
|
+0
|
Improvised
|
Improvised (2)
|
+1
|
1d6
|
+0
|
Improvised
|
Daggers (1)
|
+1
|
1d6
|
+0
|
Blade
|
Arming Sword (1)
|
+2
|
1d8
|
+0
|
Blade
|
Longsword (2)
|
+2
|
1d10
|
+0
|
Blade
|
Staff (2)
|
+2
|
1d8
|
+0
|
Polearm
|
Poleaxe/Halberd (2)
|
+2
|
1d10
|
+1
|
Polearm
|
Maces/Axes/Clubs (1)
|
+1
|
1d8
|
+1
|
Axe
|
Ranged Weapons
Name
|
Versatility
|
Damage
|
Effective Range / Max Range
|
Reload Time
|
Slings, Thrown Weapons
|
+1 (-1 for slings untrained)
|
1d6
|
40 feet / 320 feet
|
0
|
Bows
|
+1 (-2 untrained)
|
1d8
|
80 feet / 640 feet
|
1
|
Crossbows
|
+1
|
1d8
|
100 feet / 800 feet
|
2
|
EXPLANATION OF TERMS
Versatility: If you are proficient with the weapon, add this value to your attack and defense while wielding it. Using Slings when unproficient gives a -1 penalty to the Attack roll, and using Bow when unproficient gives a -2 penalty (neither of these penalties apply to Defense).
Damage: How much damage the weapon does on a successful hit.
Armor Piercing: Added to damage when striking an armored opponent.
Type: Proficiency Type, see Character Creation.
Effective Range: How far the weapon can shoot without penalty. Shots fired up to double the Effective range are at -2 to Attack, up to quadruple are -4 to attack, and up to 8 times further are at -6.
Max range: The furthest a ranged weapon can be fired, equivalent to 16 times the Effective Range.
Reload Time: Number of rounds in which the attacker must perform no complex actions before he can use his weapon again.
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