Rule: Weapon types

Your weapon choice affects what you can do in combat. Will you choose a light weapon for darting attacks, or an immense weapon designed to obliterate?   Weapons are divided into :
  • Melee Weapons : Used for striking foes in close combat.
  • Missile Weapons : Used for targeting opponents from a distance.
  Weapon Types :
Melee and Missile weapons are further broken down into groups that have similar performance during a Fight.
For example, a great axe and a war hammer are both a Mighty Weapons.   Each Weapon Type has :
  • Rules & Abilities : Additional rules and Abilities for wielders of the weapon.
  • Base Damage : All Weapon Types deal 1 Heart of Damage, unless otherwise noted.
  Combat gear allowance :
Your Class and Species size limit the Weapon Types you can use without penalty.  
Using a restricted Weapon means…

  Drawing/Equiping during fight :  
Drawing/Stowing Weapons and/or Shield takes an Action, unless otherwise stated.

Melee Weapon Types

To make an Attack with a Melee Weapon, you must be to 5 feets of your opponent, unless otherwise stated.  

Unarmed


Desperate situations sometimes call for adventurers to strike out with their bare hands.

  • Unarmed strikes suffer a Disadvantage on their Attack roll when directed at armed or armored enemies.

Slot: N/A
Cost: N/A
 

Concealed


Concealed Weapons are usually small so that they can be hidden about your person with ease.

  • Unlike other weapons, Concealed Weapons are not immediately visible.
  • During a Fight, drawing and striking with a Concealed Weapon can be performed in one Action.
  • Weapon Ability (Sneaky Swipe) :
    If your target isn’t aware of your Concealed Weapon you may Ambush them, even when you are in plain sight.
    • If your target is in range, you can trigger an automatically successful Ambush by attempting to Attack.
    • Others using Concealed or Thrown weapons can join in the Ambush.

Slot: 1
Cost: 5
 

Master


These finely crafted weapons are often difficult to use and rather expensive. As such, they are favored by the warrior elite.

  • Weapon Ability (Perfect Strike) :
    You gain +2 to your Attack rolls when using a Master Weapon.

Slot: 2
Cost: 30
 

Mighty


These heavy weapons require both hands to use. Enjoyed by warriors who wish to quickly dispatch their enemies.


Slot: 2
Cost: 20

Standard


Standard Weapons are simple yet practical death dealing implements with no added frills.

  • Any Class or Species can use a Standard Weapon.

Slot: 1
Cost: 10
 

Quick


Quick Weapons are lighter arms that emphasize speed over power, prized by those who prefer evasive fighting.

  • Weapon Ability (Darting Style) :
    You gain +1 to your Defense Rating when using a Quick Weapon.

Slot: 1
Cost: 15
 

Lash


Weapons that incorporate a chain or cord, capable of reaching foes a considerable distance away.

  • Weapon Ability (Whiplash) :
    You can Attack an enemy up to 15 feets away.

Slot: 1
Cost: 30
 

Arc


Long weapons that allow their wielders to make wide, dangerous strokes that hit several enemies at once.


Slot: 3
Cost: 25

Missile Weapon Types

Missile Weapons have two additional properties :
  • Range :
    Determines how far away a foe can be and still be effectively targeted.
  • Loading Time :
    Determines how long it takes to load ammunition prior to use.
  To make an Attack with a Missile Weapon, your target must be within its stated Range.
  • You can Attack up to its first stated Range normally.
  • You can Attack up to its second stated Range, but then your Attack is at Disadvantage.
  • Attacking in melee with a Missile Weapon is at Disadvantage and a failure is automaticaly considered as a Critical Failure.
  A unit of Ammo is expended after each shot, even if you miss.
  • Each Drawn Weapons Ammo take 0.1 Slots and cost 0.2 golds.
  • Each Mechanical Weapons Ammo take 0.1 Slots and cost 0.4 golds.
 

Thrown


These small, hand-held weapons are shaped and balanced specifically for throwing.

  • Range: 20/40 feets.
  • Loading Time: None, but the weapon must be retrieved before reuse.
  • Weapon Ability (Hidden Fangs) :
    If your target isn’t aware of your Thrown Weapon you may Ambush them, even when you are in plain sight.
    • If your target is in range, you can trigger an automatically successful Ambush by attempting to Attack.
    • Others using Concealed or Thrown weapons can join in the Ambush.

Slot: 1
Cost: 2
 

Small Mechanical


These compact marvels of engineering let you take a shot while keeping a hand free for other things.

  • Range: 20/40 feets.
  • Loading Time: 1 Action.
  • You can fire these Weapons with one hand, but must load with two hands.

Slot: 1
Cost: 15

Drawn


Drawn Weapons include slingshots, bows, and other projectiles that require you to manually maintain tension.

  • Range: 30/60 feets.
  • Loading Time: None.
  • You must use two hands while wielding a Drawn Weapon (even for Large Species).

Slot: 2
Cost: 10
 

Large Mechanical


While more accurate than their smaller cousins, these bombastic weapons are more cumbersome to operate.

  • Range: 30/60 feets.
  • Loading Time: 1 Action.
  • You must use two hands while wielding a Large Mechanical Weapon (even for Large Species).
  • Weapon Ability (Thunderous Shot) :
    • You gain +2 to your Attack rolls when using a Large Mechanical Weapon.
    • Push-back by 5 feets your target, unless it succeed a Strength Check.

Slot: 2
Cost: 25
 
 
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