Tuesday, January 7, 2014

Weapons

Melee Weapons

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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