Difference between revisions of "Weapons"

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(Simple Weapons)
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{{Weapon(Table) | W = [[Greatclub]] | D = 2d6 | C = x2 | T = Bludgeoning | R = -- | P = 1 | LB = 8}}
 
{{Weapon(Table) | W = [[Quarterstaff]] | D = 1d6/1d6 | C = x2 | T = Bludgeoning | R = -- | P = - | LB = 4}}
 
{{Weapon(Table) | W = [[Quarterstaff]] | D = 1d6/1d6 | C = x2 | T = Bludgeoning | R = -- | P = - | LB = 4}}
 
{{Weapon(Table) | W = [[Spear]] | D = 1d8 | C = x3 | T = Piercing | R = 20 | P = 4 | LB = 6}}
 
{{Weapon(Table) | W = [[Spear]] | D = 1d8 | C = x3 | T = Piercing | R = 20 | P = 4 | LB = 6}}

Revision as of 18:29, 14 June 2010

Simple Weapons

Weapon Damage Critical Type Range Price(uV) Weight
Unarmed Attacks
Unarmed Strike 1d6 x2 Bludgeoning(Sublethal) -- -- - -
Gauntlet 1d6 x2 Bludgeoning -- -- - † -
Light Weapons
Knife 1d3 x2 Slashing or Piercing -- 5 1 .5
Crop 1d3 x2 Slashing(Sublethal) -- -- 2 .5
Sickle 1d6 x2 Slashing -- -- 2 2
One-Handed Weapons
Club 1d4 x2 Bludgeoning -- -- n/a 2
Torch 1d4+1d6 x2 Bludgeoning (and Fire) -- -- 2 2
Mace 1d6 x3 Bludgeoning -- -- 5 4
Rope Whip 1d6 x2 Slashing (Sublethal) -- -- - † 2
Morningstar 1d8 x2 Bludgeoning and Piercing -- -- 8 4
Shortspear 1d6 x2 Piercing -- 20 4 3
Two-Handed Weapons
Greatclub 2d6 x2 Bludgeoning -- -- 1 8
Quarterstaff 1d6/1d6 x2 Bludgeoning -- -- - 4
Spear 1d8 x3 Piercing -- 20 4 6
Ranged Weapons
Darts(5) 1d4 x2 Piercing -- 20 1 .5
Javelin 1d6 x2 Piercing -- 30 1 2
Sling 3d8 x2 Bludgeoning -- 50 - 0

† - See weapon's description

Martial Weapons

Weapon Damage Critical Type Range Price(uV) Weight
Light Weapons
Dagger 1d4 19-20/x2 Slashing or Piercing -- 5 6 1
Punching Dagger 1d4 x3 Piercing -- -- 6 1
Throwing Dagger 1d4 19-20/x2 Piercing -- 15 4 .5
Shortsword 1d6 19-20/x2 Piercing -- -- 9 2
One-Handed Weapons
Longsword 1d8 19-20/x2 Slashing -- -- 12 3.5
Rapier 1d6 18-20/x2 Piercing -- -- 24 2.5
Two-Handed Weapons
Pike(15-20 feet) 1d8 x3 Piercing -- -- 6 10
Ranged Weapons
Longbow 6d6† x4 Piercing -- 80 7 3
Shortbow 6d4† x4 Piercing -- 60 4 2
Composite Longbow 6d8† x4 Piercing -- 90 15 4
Composite Shortbow 6d6† x4 Piercing -- 70 10 3

† - See weapon's description

Exotic Weapons

Weapon Damage Critical Type Range Price(uV) Weight
Light Weapons
Nunchaku 1d6 x2 Bludgeoning -- -- 2 2
One-Handed Weapons
Whip 1d3† x2 Slashing(Sublethal) -- -- 2 2
Two-handed Weapons
Pike(25-30 feet) 1d8 x3 Piercing -- -- 10 20
Ranged Weapons
Bolas 1d4 x2 Bludgeoning(Sublethal) -- 10 5 2
Great Composite Longbow 6d8† x4 Piercing -- 100† 40 6

† - 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 as a free action; crossbows require an action for reloading - slings act like bows when a hand is free, and like crossbows 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.


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.