Weapon List
Weapon Types:
Axes: Axes were redesigned from their tool variant to be brutal weapons able to hack thru the enemy and some are able to be used as shield for some fightersAssault Rifles: Firearms made for sturdy people, to being able to avoid the recoil since those guns can fire a high rate of bullets in short time, and even cover a small area in bullets to damage all the possible enemies, but the shooting can alert nearby foes
Blunt Weapons: Weapons designed to break bones and dent armors, most of them are able to stun and some to ignore the defense of a metal-made armor
Bows: Classic and reliable distance weapons and requires strength to maximize its damage
Crossbows: Similar to bows, but shot short arrows and can reach less distances, but its reliable to the people who aren't proficient with bow nor guns
Double Weapons: Weapons that are made to fulfil the function of 2 weapons, if you are competent with just one of the two weapons that set up the double weapon, you take a -2 penalty to the attack throws
Flails: Similar to blunt weapons, but made with pointy spikes, made to make bleed foes alike pierce their armor
Hackers: Weapons designed to cut thru armor and flesh of their foes
Hand Guns: The most common and easy-to-use firearm, most are able to shot a good amount of bullets in a short time, but the shooting can alert nearby foes
Heavy Firearms: Weapons that are made to be used by strong people and are able to cause much damage to anything
Katanas: Carefully crafted one-edged-curved blades that are said to cut foes in half, most of them are meant to be made as masterwork weapons
Monk Weapons: In most cases this weapons are more like tools or really exotic weapons masterfully handled by exotic fighters
Polearms: Pole weapons made to reach long distances and/or pierce armor, but some of the weapons aren't able to attack foes who are right in front of you
Ranged Weapon: This category is meant for other ranged weapon who don't feet with the other categories
Rifles: Long firearms meant to be used at really long distances, and even able to kill enemies if it is handled by expert hands, but the shot is so noisy that alert all the nearby enemies
Sabers: Exotic-looking curved blades, most of them a board and thick blade that can be used as a shield by some fighters
Shotguns: Shotguns are short ranged firearms that can make a lot of damage and affect more than just one enemy, and some of them can beat down or stun enemies, but shotguns has a notorious recoil and make a lot of nose that can alert nearby foes
Straight Swords: The commonly known sword, all of them has a straight double-edged blade and some of them are able to ignore armor, make enemies bleed, or easily hide
Sub-Machineguns: Short firearms, that are able to shot many bullets at possible, able to decimate enemies and pierce armor, but all of them are uncontrollable to inexpert hands for its recoil
Unarmed Attacks: For some the most trustful weapon for of fighting are their own fists, or anything that can be used on just the hands, but only expert people can convert their fists into lethal weapons
Throwing Weapons: Small weapons made to be thrown to the enemy, but most of them aren't able to cause much damage, and are easy to loose when thrown
Weapon List:
Simple Weapons:
Light | Melee | Weapons | |||||||
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Name | Type | Price | Dmg (S) | Dmg (M) | Critical | Range | Weight | Dmg Type | Special |
Unarmed strike | Unarmed
strike |
- | 1d2 | 1d3 | x2 | - | - | Blunt | Staggering |
Brass Knuckles | Unarmed
strike |
1d2 | 1d3 | x2 | - | 0.5 Kg | Blunt | Monk, see text | |
Cestus | Unarmed strike | 1d3 | 1d4 | 19-20/x2 | - | 0.5 Kg | Blunt or Pierce | Monk, Stunting Blunt, see text | |
Dagger | Straight Sword | 1d3 | 1d4 | 19-20/x2 | 3 mts | 0.5 Kg | Slash or Pierce | Finesse, Sneaky, Throwable | |
Gauntlet | Unarmed strike | 1d4 | 1d6 | x2 | - | 0.5 Kg | Blunt | Stunting Blunt | |
Light Mace | Blunt Weapon | 1d4 | 1d6 | x2 | - | 2 Kg | Blunt | Stunning Blunt, Armor Splitter | |
Punching
Dagger (Katar) |
Monk Weapon | 1d3 | 1d4 | x3 | - | 0.5 Kg | Pierce | Finesse, Armor Piercer, Monk | |
Sickle | Hacker | 1d4 | 1d6 | x2 | - | 1 Kg | Slash | Trip, Armor Piercer, Reaper | |
Spiked Gauntlet | Unarmed strike | 1d4 | 1d6 | x2 | - | 0.5 Kg | Pierce | Armor Piercer | |
One | Handed | Melee | Weapons | ||||||
Name | Type | Price | Dmg (S) | Dmg (M) | Critical | Range | Weight | Dmg Type | Special |
Club | Blunt Weapon | 1d4 | 1d6 | x2 | - | 1.5 Kg | Blunt | Stunning Blunt | |
Heavy Mace | Blunt Weapon | 1d6 | 1d8 | x2 | - | 4 Kg | Blunt | Stunning Blunt, Armor Splitter, Heavy, Powerful Grip | |
Morningstar | Fail | 1d6 | 1d8 | x2 | - | 3 Kg | Blunt and Pierce | Armor Splitter, Armor Piercer | |
Short Spear | Polearm | 1d4 | 1d6 | x2 | 6 mts | 1.5 Kg | Throwable | ||
Two | Handed | Melee | Weapons | ||||||
Name | Type | Price | Dmg (S) | Dmg (M) | Critical | Range | Weight | Dmg Type | Special |
Bayonet | Straight
Sword |
1d4 | 1d6 | x2 | - | 0.5 Kg | Pierce | Armor Piercer | |
Boar Spear | Polearm | 1d6 | 1d8 | x2 | - | 4 Kg | Pierce | Brace, Heavy, See Text | |
Long Spear | Polearm | 1d6 | 1d8 | x2 | - | 4.5 Kg | Pierce | Brace, Reach, Heavy, See Text | |
Quarterstaff | Polearm | - | 1d4/1d4 | 1d6/1d6 | x2 | - | 2 Kg | Blunt | Double, Monk |
Spear | Polearm | 1d4 | 1d6 | x2 | - | 3 Kg | Pierce | Brace | |
Ranged | Weapons | ||||||||
Name | Type | Price | Dmg (S) | Dmg (M) | Critical | Range | Weight | Dmg Type | Special |
Blowgun | Ranged
Weapon |
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Dart | Throwing
Weapon |
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Heavy Crossbow | Crossbow | ||||||||
Javelin | Throwing
Weapon |
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Light Crossbow | Crossbow | ||||||||
Sling | Ranged
Weapon |
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Underwater
Heavy Crossbow |
Crossbow | ||||||||
Underwater
Light Crossbow |
Crossbow | ||||||||
Blowgun Darts (10) | Ammunition | ||||||||
Crossbow Bolts (20) | Ammunition | ||||||||
Sling Bullets (10) | Ammunition |
Weapons Traits:
Armor Piercer: You gain +2 to the attack checks against enemies wearing Chain and Plate armors, or monsters with 10 Natural armor or overArmor Splitter: This weapon doubles the damage against an opponent wearing Plate armor, in whenever part you are hitting with it
Bleeding Blade: On a successful Complete Attack, foes who taken damage from this weapon, must do a Fortitude Save (CD= Caused damage), or take 1d4 Strength, Dexterity or Constitution damage, or take and additional damage (same as the weapon that cause you bleed), as a choose of the wielder
Blocking: When you use this weapon to fight defensively, you gain a +2 shield bonus to AC.
Brace: You can use this weapon to prepare an action to receive a charge action, causing double of damage to charging opponent. Also, this weapon cause double damage when you are charging on horseback
Disarm: You get a +2 bonus on Combat Maneuver Checks to disarm an enemy when using this weapon
Distracting: You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon.
Finesse: You can use your Dexterity Mod. instead of your Strength Mod. on your melee attack checks when using this weapon. If you had over 16 Dexterity, you get +2 Damage with this weapon
Heavy: This weapon is meant to use for people with 12 Strength or over, if had less than that, you get -2 to your attack checks
Monk Weapon: You can use this weapon when performing a Fury of Blows (Class Trait)
Parry: When you aren't using a shield, you had a +2 to CA while using this weapon, but you can use this bonus once per assault
Powerful Grip: This weapon is normally meant to be use with one hand, but if you hold the weapon with both hands, you can add 1,5 your Strength mod. instead the normal mod
Reach: This weapon is meant to attack enemies from a tile away from you, and for fighting on horseback, but, you can't use it to attack enemies at close range
Reaper: This weapon is made to rend de skin of their opponents; you deal +4 damage to foes with no armor
Sneaky: This weapon is designed to be easily hide, granting you +2 to your Sleight of the Hand check when you are occulting the weapon, and if you had the Quick draw feat, you can perform a Sneak Attack if the opponent failed to find said weapon
Staggering: This weapon only deals Stagger damage instead of lethal damage
Stunning Blunt: On a successful Complete Attack, foes who taken damage from this weapon, must do a Fortitude Save (CD= Caused damage), or be stunned for one round
Super-Heavy: This weapon is meant to be used by people with 16 Strength or over, if you had less than that, you get a -2 to attack checks. if you had over 18 Strength you do a +2 damage with this weapon
Trip: You can use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped
Throwable: This weapon is meant to/can be thrown at short distances
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