Low Tech Weapons
Ranged Weapons:
Melee Weapons:
Qualities:
2h: Weapon has to be used with Two Hands, no other option can reduced this to One Handed.
Accurate(x): For each 2 DoS on the BS Test after an Aim Action gain +1d10 damage to max of (X)
Balanced: Weilder gains +10% to parry (Gained 1x, regardless of # of balanced weapons)
Crippling(x): If a character previously Wounded by a Crippling weapon attempts more than a 1/2 action on their subsequent turns they take (X) wounds, not reduced for Armor or Toughness
Fast: Attempts to dodge take a -10%, Parry Unaffected.
Flame: Target must test Agility to avoid catching on Fire and be affected per the Flame rules. Upon taking damage from a Flame Weapon, test for Pinning (They are terrifying weapons).
Flexible: Cannot parry, only Dodge. If declare Parry by opponent, change to Dodge is -20 to avoid
Inaccurate: Weapon cannot benefit from the Aim Actions
Primitive(x): Damage rolls above (X) count as (X)
Reach(x): User may attack targets (X) meters away with Melee weapon
Reliable: Weapon fails badly at 95-99, traumatic failure on 00 only
Slow: Weapon cannot make Multiple attacks.
Snare(x): Test Agility -10%x (X), or be Immobilised. DH2 p.149
Toxic(x): Test Toughness -10%x(X) or take 1d10 to Wounds ignoring Armor and Toughness
Unbalanced: Cannot Make Lightning Attacks, -10% to Parry
Name | Range | RoF | Damage | Type | Pen | Clip | Reload | Special | Availability |
---|---|---|---|---|---|---|---|---|---|
Blow Gun | 10m | S/-/- | 1d5+2 | I | 0 | 1 | Half | Toxic | Common |
Bolas | 10m | s/-/- | 0 | I | 0 | 1 | Inaccurate, Snare (1) | Average | |
Bow | 30m | s/-/- | 1d10 | R | 0 | 1 | Half | Primitive (6), Reliable | Common |
Crossbow | 30m | s/-/- | 1d10+1 | R | 0 | 1 | 2 Full | Primitive (7) | Common |
Flare Pistol | 15m | s/-/- | 1d10+1 | E | 0 | 1 | Full | Flame, Inaccurate, Reliable | Common |
Flintlock Musket | 30m | s/-/- | 1d10+3 | I | 0 | 1 | 5 Full | Inaccurate, Primitive (8), Unreliable | Common |
Flintlock Pistol | 15m | s/-/- | 1d10+2 | I | 0 | 1 | 3 Full | Inaccurate, Primitive (8), Unreliable | Common |
Hand Crossbow | 15m | s/-/- | 1d10 | R | 0 | 1 | Full | Primitive (5) | Rare |
Harpoon Gun | 40m | s/-/- | 2d10+2 | I | 4 | 1 | 4 Full | Crippling (5), Primitive (9), Snare(2) | Scarce |
Javelin | 3xSB | s/-/- | 1d10 | R | 0 | 1 | Half | Primitive (8) | Common |
Throwing Knife | 2xSB | s/-/- | 1d5+3 | R | 0 | 1 | Half | Accurate (1) | Common |
Melee Weapons:
Name | Range | RoF | Damage | Type | Pen | Clip | Reload | Special | Availability |
---|---|---|---|---|---|---|---|---|---|
Gauntlet | 1d5 | Primitive (5) | Common | ||||||
Axe | 1d10+1 | 2 | Primitive (8) | Common | |||||
Great Weapon | 2d10 | 2 | 2h, Primitive (9), Unbalanced | Scarce | |||||
Hammer | 1d10+1 | 2 | Primitive (7) | Common | |||||
Knife | 1d5 | 1 | Primitive (7) | Common | |||||
Scythe | 2d10 | 0 | 2h, Primitive, Unbalanced, Slow | Common | |||||
Shield | 1d5 | Primitive (3), Balanced | Common | ||||||
Spear | 1d10+2 | 2 | Primitive (7), Fast | Common | |||||
Staff | 1d10 | Primitive (5) | Common | ||||||
Sword | 1d10 | 1 | Primitive (7), Balanced | Common | |||||
Whip | 1d10 | Primitive (5), Flexible, Reach (3) | Common | ||||||
Club/Night Stick | 1d10 | Primitive (7), No WS penalty when used as part of a Stun Action | |||||||
Qualities:
2h: Weapon has to be used with Two Hands, no other option can reduced this to One Handed.
Accurate(x): For each 2 DoS on the BS Test after an Aim Action gain +1d10 damage to max of (X)
Balanced: Weilder gains +10% to parry (Gained 1x, regardless of # of balanced weapons)
Crippling(x): If a character previously Wounded by a Crippling weapon attempts more than a 1/2 action on their subsequent turns they take (X) wounds, not reduced for Armor or Toughness
Fast: Attempts to dodge take a -10%, Parry Unaffected.
Flame: Target must test Agility to avoid catching on Fire and be affected per the Flame rules. Upon taking damage from a Flame Weapon, test for Pinning (They are terrifying weapons).
Flexible: Cannot parry, only Dodge. If declare Parry by opponent, change to Dodge is -20 to avoid
Inaccurate: Weapon cannot benefit from the Aim Actions
Primitive(x): Damage rolls above (X) count as (X)
Reach(x): User may attack targets (X) meters away with Melee weapon
Reliable: Weapon fails badly at 95-99, traumatic failure on 00 only
Slow: Weapon cannot make Multiple attacks.
Snare(x): Test Agility -10%x (X), or be Immobilised. DH2 p.149
Toxic(x): Test Toughness -10%x(X) or take 1d10 to Wounds ignoring Armor and Toughness
Unbalanced: Cannot Make Lightning Attacks, -10% to Parry
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