Monday, April 4, 2016

Arms and Armor

Weapons come in multiple types, and three grades: Basic, Advanced and Masterwork. Higher Grade Weapons have more Modification Slots.

Melee          
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.
Polearms: Reach, Does not provoke counters.


                                                ~Light Blades~

-Daggers may lack the stopping power of larger weapons but make up for their low base damage with high accuracy, critical damage and ability to bypass enemy defenses with critical strikes-

Light Blades: Light one handed weapons that deal slashing damage.
Damage   Miss%   Crit%   Crit   Attk Ap   Range   Misc
1d6            5%         5%      x5         1          10ft     Crit Damage bypasses Damage Reduction.
Examples: (Slashing AND Piercing: Dagger, Knife, Rapier, Gladius)

~Long Blades~

-The classic weapon of choice, valued for its accuracy, flexibility and well rounded attributes-


Long Blades: Moderate length/weight one or two handed weapons that deal slashing damage and require a single hand.
Damage   Miss%   Crit%   Crit   Attk AP  Misc
1d10         10%       10%     x2          1
(Slashing AND Piercing: Longswords, Broadswords, Scimitars, Katanas)

Great Swords: Giant swords which require two hands to use that deal slashing damage..
Damage   Miss%   Crit%   Crit    Attk AP   Misc
2d8          15%       10%     x3           1        Requires Two Hands or uses x2 AP.
(Slashing AND Piercing: Zweihanders, Bastard Swords)

~Axes~

-Axes trade the accuracy of swords and the reliable damage of maces for massive potential damage. No weapon can match the raw destructive power of the axe-


Light Axes: Small, one handed, single bladed slashing weapons that can deal blunt damage at a penalty.
Damage   Miss%   Crit%   Crit   Range   Attk AP    Misc
1d8          10%       15%     x3      20ft           1
(Slashing: Hatchets, Tomahawks, Hand Axes)


Heavy Axes: Heavy, one handed, double bladed slashing weapons.

Damage   Miss%   Crit%   Crit    Attk AP  Misc
1d12         20%       15%     x3          1
(Slashing: Battle Axes, Woodsman Axes)

Great Axes: The largest of two handed axes.
Damage   Miss%   Crit%   Crit   Attk AP     Misc
1d20         30%       15%     x4        1           Requires Two Hands or uses x2 AP.
(Slashing AND Crushing: Scythes, Largest Single or Double Bladed Axes)



~Maces~

-Maces sacrifice the accuracy of Swords and the Damage Potential of Axes for higher minimum damage and consistent Criticals-


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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