Weapons come in multiple types, and three grades: Basic, Advanced and Masterwork. Higher Grade Weapons have more Modification Slots.
Daggers: Low base damage, high crit % and crit dam, crits bypass damage reduction.
Swords: Average.
Axes: Higher Max Dam/Crit Dam, less accurate.
Blunt: High Min Dam, Crit%, less accuracy.
Small Maces: Small blunt melee weapons.
Damage Miss% Crit% Crit Attk AP Misc
1d4+1 10% 20% x2 1
(Crushing: Light Hammers, Light Maces, Small Flails)
Full Maces: Moderate sized blunt melee weapons designed to crush.
Damage Miss% Crit% Crit Attk AP Misc
1d8+1 15% 20% x2 1
(Crushing: Maces, Morningstars, Flails)
Great Maces: Great two handed crushing weapons.
Damage Miss% Crit% Crit Attk AP Misc
4d4+2 25% 20% x2 1 Requires Two Hands or uses x2 AP.
(Crushing: Mauls, Sledgehammers)
~Spears~
-Spears are middle of the road in terms of damage output, but have the added bonus of being able to attack from a range of 1 through an empty square-
Spears:
Damage Miss% Crit% Crit Attk AP Range Misc
1d8 15% 10% x3 1 1(5ft)
(Piercing AND Slashing)
(Spears, Ranseur, Halberd)
~Miscellaneous Weapons~
Unarmed: Blunt force strikes with limbs from an average sized humanoid.
Damage Miss% Crit% Crit Attk AP Range Misc
1d4 5% 5% x2 1 n/a Immune to Disarm.
(Crushing)
Fist/Foot Weapons: Weapons worn on the hands/feet to enhance limb strikes.
Damage Miss% Crit% Crit Attk AP Range Misc
1d6 5% 5% x3 1 n/a Immune to Disarm.
(Piercing, Slashing OR Crushing)
(Brass Knuckles, Gauntlets, Claws, Puchinng Daggers, Steel Shod Boots, Spiked Toes)
Spiked Chains: Long chains with spiked ends, meant to be wielded with two hands.
Damage Miss% Crit% Crit Attk AP Range Misc
1d6 20% 20% x3 1 1(5ft) Requires Two Hands or uses 2x XP.
(Slashing)
Staff: Long fighting sticks typically with metal shod ends, often used for defensive fighting. .
Damage Miss% Crit% Crit Attk AP Range Misc
1d8 10% 5% x2 1 n/a +5% Avoidance, Requires Two Hands or uses x2 AP
(Crushing) (loses Avoidance Bonus when one handed)
Machine Gun: A mechanical gun which uses gears, cranks or compressed gas to fire multiple bullets.
Damage Miss% Crit% Crit Attk AP Reload AP Range Misc
5d6 25% 20% x2 3 3 (4)20ft Absolutely Requires Two Hands and
(Piercing) 10 STR or mount, 2 Turn Cooldown.
~Grenades~
-Grenades are thrown weapons that deal AOE damage. They either require a successful combat roll, or allow an Agility Save. The AOE is always centered on the square the grenade lands in-
Fragmentation Grenade: A grenade which sprays out fragments of metal on detonation.
Damage Attk AP Range Area Misc
2d6+2 1 STR/2 3x3 Bypasses 50% DR.
(½ Blast, ½ Piercing)
Explosive Grenade: A grenade which explodes, dealing blast damage to an area.
Damage Attk AP Range Area Misc
2d6 1 STR/2 3x3 Degrades Cover by 30%.
(Blast)
Incendiary Grenade: A grenade filled with flammable powder that produces intense heat.
Damage Attk AP Range Area Misc
2d6 1 STR/2 3x3 Causes Burning 1, Duration 2.
(Heat)
Flashbang Grenade: A grenade that detonates with a bright flash and loud bang.
Damage Attk AP Range Area Misc
N/A 1 STR/2 3x3 Causes Blind 3, and Deaf. Duration 2 Turns.
Smoke Grenade: A grenade that fills an area with Dense smoke when detonated.
Damage Attk AP Range Area Misc
N/A 1 STR/2 3x3 Gives 30% Cover in area, and Blind 3.
(Smoke Cover can not be degraded)
Alchemist’s Grenade: A grenade with a small amount of explosive that sprays liquid in an area.
Damage Attk AP Range Area Misc
Varies 1 STR/2 3x3 Effect by potion.
Pros:
Cons:
Damage Miss% Crit% Crit Range Misc
Ranged Weapons:
All ranged weapons have a cumulative range penalty. Firing at a target within Range confers the standard Miss chance. Each Range increment after the first the base Miss Chance doubles. Accuracy bonuses are always applied after Miss Chance due to Range is calculated. In the case of a Pistol:
Range 1 (40ft) 10%
Range 2: (80ft) 20%
Range 3: (120ft) 40%
Range 4: (160ft) 80%
Firearms: Firearms are ranged, mechanical weapons that require expensive ammunition which contains an explosive charge which propels the bullet forward. Firearms require reloading, which requires 1 Action Point. On a critical fail a firearm becomes jammed. Fixing a jammed firearm requires a full hour of uninterrupted work without tools.
Pistols
Pros: Multiple Shots, High Ammo Capacity, One Handed, Reload.
Cons: Short Range, Low Damage.
Damage Miss% Crit% Crit Range Attk AP Reload AP Ammo Capacity
Ranged: 1d6 10% 20% x3 6(30ft) 1 2 6
Melee: 1d3 5% 5% x2 n/a 1 n/a n/a
Shotguns
Pros: High Damage, High Crit
Cons: Low Ammo Capacity, Short Range, Two Handed, Reload.
Damage Miss% Crit% Crit Range Attk AP Reload AP Ammo Capacity Misc
Ranged: 3d4 15% 30% x2 2(10ft) 1 1 2 1x3 Cone
Melee: 1d6 10% 5% x2 n/a 1 n/a n/a
Rifles
Pros: Long Range, High Damage, High Crit
Cons: Low Ammo Capacity, Two Handed, Reload.
Damage Miss% Crit% Crit Range Attk AP Reload AP Ammo Capacity
Ranged: 1d12 10% 20% x4 12(60ft) 1 1 1
Melee: 1d6 10% 5% x2 n/a 1 n/a n/a
Bows: Bows are simple machines which use tension to propel arrows, which are a cheap and plentiful form of ammunition. In addition, bows have a variety of multipurpose ammunition such as grenade tipped arrows/bolts which cannot be used with firearms due to their explosive nature.
Recurve Bow
Pros: Balanced Weapon
Cons: Unexceptional Weapon
Damage Miss% Crit% Crit Attk AP Range
1d8 10% 10% x2 1 10(50ft)
Crossbow
Pros: High Damage
Cons: Long Reload
Damage Miss% Crit% Crit Range Misc
2d6 10% 20% x2 50ft Long Reload*
*Reloading a Crossbow takes 2 Action Points.
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