Weapons

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Weapon Types

Melee vs. Ranged

Melee Weapon

--- Double Weapon

--- Reach

Ranged Weapon

--- Thrown Weapon

--- Projectile Weapon

Size

Light Weapon

One-Handed Weapon

Two-Handed Weapon

Weapon AC Bonuses

The AC bonuses of a weapon represent how easy it is to defend or ward off attacks with that weapon. This AC modifier only applies to mêlée attacks; no weapon changes ranged AC. When wielding two weapons, the modifiers do not stack; instead the better of the two modifiers is used.

Improvised Weapons

This is a table of common improvised weapons with special attributes. To see improvised weapons in general, go to Improvised Weapons.

Weapon Damage Critical Type AC Range Price(uV) Weight
Special Improvised weapons
Rock 1d4 x2 Bludgeoning -- 10 - 2

† - See weapon's description

Simple Weapons

Weapon Damage Critical Type AC Range Price(uV) Weight
Unarmed Attacks
Unarmed Strike 1d6 x2 Bludgeoning(Sublethal) -2 -- - -
Gauntlet 1d6 x2 Bludgeoning -1 -- 10 † -
Light Weapons
Knife 1d3 x2 Slashing or Piercing -2 5 1 .5
Crop 1d3 x2 Slashing(Sublethal) -2 -- 2 .5
Spiked Gauntlet 1d6 x2 Piercing -1 -- - † 1
Sickle 1d6 x2 Slashing -2 -- 2 2
Hammer 1d4 x3 Bludgeoning -2 10 1 2
Handaxe 1d6 x3 Slashing -1 10 2 2
One-Handed Weapons
Club 1d4 x2 Bludgeoning -- -- n/a 2
Torch 1d4+1d6 x2 Bludgeoning (and Fire) +3 -- 2 2
Mace 1d6 x2 Bludgeoning -- -- 5 4
Flanged Mace 1d6 x3 Bludgeoning -- -- 12 4
Broad Axe 1d6 x3 Slashing -- 15 3 3
Rope Whip 1d6 x2 Slashing (Sublethal) -2 -- - † 2
Morningstar 1d8 x2 Bludgeoning or Piercing -- -- 8 4
Shortspear 1d6 x2 Piercing -- 20 4 3
Cutlass 1d6 x3 Slashing -- -- 10 5
Two-Handed Weapons
Heavy Mace 1d8 x2 Bludgeoning -- -- 10 8
Heavy Flanged Mace 1d8 x3 Bludgeoning -- -- 18 10
Greatclub 2d6 x2 Bludgeoning -- -- 1 8
Quarterstaff 1d6/1d6 x2 Bludgeoning +1 -- - 4
Spear 1d8 x3 Piercing +1 20 3 6
Longspear 1d8 x3 Piercing -- -- 5 9
Ranged Weapons
Darts(5) 1d4 x2 Piercing -- 20 1 .5
Javelin 1d6 x2 Piercing -- 30 1 2
Sling 3d8 x2 Bludgeoning -- 50 - 0
Light Crossbow 4d8 19-20/x2 Piercing -- 80 35 4
Heavy Crossbow 4d10 19-20/x2 Piercing -- 120 50 8

† - See weapon's description

Martial Weapons

Weapon Damage Critical Type AC Range Price(uV) Weight
Light Weapons
Dagger 1d4 19-20/x2 Slashing or Piercing -2 5 6 1
Punching Dagger 1d4 x3 Piercing -2 -- 6 1
Throwing Dagger 1d4 19-20/x2 Piercing -2 15 4 .5
Shortsword 1d6 19-20/x2 Piercing -1 -- 9 2
One-Handed Weapons
Longsword 1d8 19-20/x2 Slashing -- -- 12 4
Rapier 1d6 18-20/x2 Piercing -- -- 24 2.5
Sabre 1d6 18-20/x2 Slashing -- -- 16 3.5
Flail 1d8 x2 Bludgeoning -- -- 14 6
Waraxe 1d8 x3 Slashing -- -- 10 6
Warhammer 1d8 x3 Bludgeoning -- -- 12 5
Two-Handed Weapons
Bastard Sword 1d10 19-20/x2 Slashing +1 -- 24 5
Greataxe 3d4 x3 Slashing +1 -- 14 6
Greatsword 2d6 19-20/x2 Slashing +1 -- 30 6
Heavy Flail 1d10 19-20/x2 Bludgeoning -- -- 24 10
Glaive 1d10 x3 Slashing -- -- 8 10
Guisarme 2d4 19-20/x2 Piercing -- -- 10 12
Halberd 1d10 x3 Piercing or Slashing -- -- 10 12
Pike(15-20 feet) 1d8 x3 Piercing -- -- 6 10
Ranged Weapons
Pilum 1d6 x3 Piercing -- 30 4 6
Longbow 6d6† x4 Piercing -- 80 20 3
Shortbow 6d4† x4 Piercing -- 60 15 2
Composite Longbow 6d8† x4 Piercing -- 90 60 4
Composite Shortbow 6d6† x4 Piercing -- 70 50 3

† - See weapon's description

Exotic Weapons

Weapon Damage Critical Type AC Range Price(uV) Weight
Light Weapons
Nunchaku 1d6 x2 Bludgeoning -1 -- 2 2
One-Handed Weapons
Whip 1d3† x2 Slashing(Sublethal) -2 -- 2 2
Two-handed Weapons
Odachi 2d8 x2 Slashing +3 -- 200 6
Meteor Hammer 1d10/1d10 19-20/x2 Bludgeoning +1 -- 15 16
Meteor Hammer (one-headed) 1d12 19-20/x2 Bludgeoning +1 -- 15 16
Pike(25-30 feet) 1d8 x3 Piercing -- -- 10 20
Ranged Weapons
Bolas 1d6 x4 Bludgeoning -- 30 3 3
Great Composite Longbow 6d8† x4 Piercing -- 100† 120 6
Shuriken (20) 1d2 x2 Slashing -- 15 4 1

† - See weapon's description

Ammunition

Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition for 1 AP; crossbows require an action for reloading - slings reload for free when a hand is free, and for 2 AP when no hands are. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost. This is opposed to thrown weapons, which are assumed to be always retrievable, barring extraordinary circumstances.

For Bows and Crossbows, ammunition must be fitted to the appropriate weapon, and unless otherwise specified, they may not fire ammunition made for another weapon type. All longbows fire longbow arrows, which a shortbow may not fire. Slings, on the other hand, accept all bullets equally.

Bow Ammunition
Ammunition Weight Cost Effect
Broadhead arrows(20) 3.5 12 One extra damage die.
Bodkin arrows(20) 3 4 One more range increment, bonus vs. chain.
Blunts(20) 3 4 One less damage die, sublethal only.
Flaming Arrows(20) 4.5 12 Many penalties, but fire.
Stone Heads(20) 3 2 Penalities


Crossbow Ammunition
Ammunition Weight Cost Effect
Quarrels(20) 3.5 12 Normal.
Crossbow Bullets(20) 10 2 Sublethal but requires special crossbow.


Sling Ammunition
Ammunition Weight Cost Effect
Stones(10) 2.5 0 -4 attack and damage.
Fist Stones(10) 8 0 Reduced range and accuracy but increased damage.
Chosen Stones(10) 1 0 -2 attack and damage.
Clay Shot(10) .25 1/8 Can be heated, destroyed on impact.
Lead Bullets(10) .5 1/4 Good vs shields, extra damage.