Low Tech Weapons

Ranged Weapons:
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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