Weapons: Difference between revisions

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__NOAUTOLINKS__
__NOAUTOLINKS__
While some adventurers rely more heavily on their weapons than others, virtually every hero will need some form of weapon at their side.
While some adventurers rely more heavily on their weapons than others, virtually every hero will need some form of weapon at their side.


'''Making Attacks'''
'''Making Attacks'''


To attack with a weapon, you have to spend a certain amount of AP. Weapons have unique APC (Action Point Costs) listed in the weapons tables below. Some weapons have a set APC: A dagger always costs 2 AP, and a crossbow always costs 3 AP.
To attack with a weapon, you have to spend a certain amount of AP. Weapons have unique APC (Action Point Costs) listed in the weapons tables. Some weapons have a set APC: A dagger always costs 2 AP, and a crossbow always costs 3 AP.


Some weapons have APC formulas; these are a little more complex. For example, a longsword has an APC of 5-STR, min 2. This means that using a longsword has an APC of 5, but you subtract your STR attribute from the APC, to a minimum of 2.
Some weapons have APC formulas; these are a little more complex. For example, a longsword has an APC of 5-STR, min 2. This means that using a longsword has an APC of 5, but you subtract your STR attribute from the APC, to a minimum of 2.


When you spend AP to make an attack, roll 1d20 and add your relevant attribute. The attribute you use for a weapon is dependent upon that weapon and is specified in the Attribute column on the weapons tables below. This will usually be STR or DEX.
When you spend AP to make an attack, roll 1d20 and add your relevant attribute. The attribute you use for a weapon is dependent upon that weapon and is specified in the Attribute column on the weapons tables. This is most commonly STR or DEX.  


If your roll equals or exceeds your target’s defense (usually AR, but some attacks will target other defenses), then you hit your target. Roll for damage.
If your roll equals or exceeds your target’s defense (usually AR, but some attacks will target other defenses), then you hit your target. Roll for damage.
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'''Dealing Damage'''
'''Dealing Damage'''


When you hit with a weapon attack, you deal damage. Roll the amount of damage specified in the Damage column on the weapons tables below and add the attribute specified in the Attr. column. The creature takes that much damage, subtracting it from their current HP. If a weapon says that it deals “physical” damage, that means you can choose whether you deal blunt or sharp damage each time you use it. Polearms often have this property, given that you can often attack with either the bladed end or the butt of the weapon. You can find more information on dealing damage [[Damage|here]].  
When you hit with a weapon attack, you deal damage. Roll the amount of damage specified in the Damage column on the weapons tables and add the attribute specified in the Attribute column. The creature takes that much damage, subtracting it from their current HP.  
 
If a weapon says that it deals “physical” damage, that means you can choose whether you deal blunt or sharp damage each time you use it. Polearms often have this property, given that you can often attack with either the bladed end or the butt of the weapon.
 
More detailed rules on damage, as well as dealing extra damage on critical hits, can be found in [[Damage|here]].  


== Weapon Range ==
== Weapon Range ==
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'''Melee'''  
'''Melee'''  


If a weapon has the Melee property, then you can attack any creature within 5 ft of you. Any abilities you have that increase your reach can enhance this.
If a weapon has the melee property, then you can attack any creature within 5 ft of you. Any abilities you have that increase your reach can enhance this.


'''Range'''  
'''Range'''  


If a weapon has the Ranged property, you cannot use it as a melee weapon, but you can attack creatures within your weapon’s specified range.
If a weapon has the ranged property, you cannot use it as a melee weapon, but you can attack creatures within your weapon’s specified range. Attacking while within the melee reach of hostile creatures imposes 1 TD.


'''Reach'''  
'''Reach'''  


If a weapon has the Reach property, then it functions as a melee weapon, but the distance that you can attack with that weapon is greater than 5 ft.  
If a weapon has the reach property, then it functions as a melee weapon, but the distance that you can attack with that weapon is greater than 5 ft.  


'''Thrown'''
'''Thrown'''


If a weapon has the Thrown property, you can use it as a melee weapon or you can throw it up to the specified thrown distance. Once you throw a weapon, you no longer have it in hand.
If a weapon has the thrown property, you can use it as a melee weapon or you can throw it up to the specified thrown distance. Once you throw a weapon, you no longer have it in hand. Thrown attacks are considered ranged or melee attacks depending on how you use them, but they are not considered ranged or melee weapons for the purposes of any ability interactions.


== Weapon Tags ==
== Weapon Tags ==
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'''Concealed'''  
'''Concealed'''  


If a weapon has the concealed tag, then when it is sheathed it can be tucked within folds of your clothing, inside a boot, and the like. Concealed weapons are not readily visible to observers, but a pat-down will reveal these weapons, and if a creature succeeds on an AWR check against an INT check that you make when you hide the weapon, then they can spot it without needing to pat you down.
If a weapon has the concealed tag, then when it is sheathed it can be tucked within folds of your clothing, such as inside a boot. Concealed weapons are not readily visible to observers, but a pat-down will reveal these weapons, and if a creature succeeds on an AWR check against an INT check that you make when you hide the weapon, then they can spot it without needing to pat you down.


'''Hand-and-a-Half'''
'''Hand-and-a-Half'''


Weapons with the hand-and-a-half tag can be wielded with one or two hands. After the hand-and-a-half tag, there will be a brief phrase in parentheses explaining what benefit you gain from wielding the weapon with two hands, such as dealing more damage or using fewer AP to make the attack..
Weapons with the hand-and-a-half tag can be wielded with one or two hands. After the hand-and-a-half tag, there will be a brief phrase in parentheses explaining what benefit you gain from wielding the weapon with two hands, such as dealing more damage or a lower APC to make the attack.


'''Light'''
'''Light'''
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'''Natural Weapon'''
'''Natural Weapon'''


A weapon with the natural weapon tag is considered light if it has a reach of 15 ft or less.   
A weapon with the natural tag is considered light if it has a reach of 15 ft or less.   


'''One-Handed'''
'''One-Handed'''
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|Thrown 20 ft  
|Thrown 20 ft  
|One-Handed  
|One-Handed  
|15
|5
|-
|-
|Poleaxe  
|Poleaxe  
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|Melee  
|Melee  
|One-Handed, Light  
|One-Handed, Light  
|20
|10
|-
|-
|Knife  
|Knife  
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'''*Kusarigama'''
'''*Kusarigama'''


While you are wielding a kusarigama with two hands, you gain +1 AR. While wielding it one-handed, you gain base reach 10 ft.</blockquote>
While you are wielding a kusarigama two-handed, you gain +1 AR. While wielding it one-handed, it gains base reach 10 ft.</blockquote>
{| class="wikitable sortable"
{| class="wikitable sortable"
|+
|+
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|120
|120
|-
|-
|Khopesh  
|Khopesh*
|1d6 sharp  
|1d6 sharp  
|STR  
|STR  
|3-STR, min 2  
|3-STR, min 2  
|Melee  
|Melee  
|One-Handed  
|One-Handed, Special
|65
|65
|-
|Nodachi
|2d6 sharp
|DEX
|8-STR, min 3
|Melee
|Two-Handed, Unwieldy
|140
|-
|-
|Longsword  
|Longsword  
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|Hand-and-a-Half (1d10)  
|Hand-and-a-Half (1d10)  
|50
|50
|-
|Nodachi
|2d6 sharp
|DEX
|8-STR, min 3
|Reach 10 ft
|Two-Handed, Unwieldy
|140
|-
|-
|Rapier  
|Rapier  
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|55
|55
|}
|}
<blockquote>'''*Khopesh'''
While wielding a Khopesh, you can use the Disarm advanced maneuver.</blockquote>


{| class="wikitable sortable"
{| class="wikitable sortable"
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|-
|-
|Unarmed  
|Unarmed  
|1+STR blunt  
|1 blunt  
|STR  
|STR  
|2  
|2  
|Melee  
|Melee  
|One-Handed, Light  
|One-Handed, Light, Natural
| -
| -
|-
|-
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|2  
|2  
|Melee  
|Melee  
|One-Handed, Light, Special  
|One-Handed, Special  
|15
|15
|-
|-
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<blockquote>'''*Brass Knuckles'''
<blockquote>'''*Brass Knuckles'''


Increase your unarmed damage die size by 1 (e.g., 1d4 to 1d6, cap 1d12). If you did not have an unarmed damage die, it becomes 1d4.
Your unarmed and natural weapon damage increases by one die size (e.g., from 1d4 to 1d6, max 1d12). If you did not have an unarmed damage die, it becomes 1d4.


'''*Cestus'''
'''*Cestus'''


While wearing a cestus, gain +1 AR.</blockquote>
While you have a cestus equipped, gain +1 AR.</blockquote>
{| class="wikitable sortable"
{| class="wikitable sortable"
|+
|+
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<blockquote>'''*Glaive Guisarme'''
<blockquote>'''*Glaive Guisarme'''


When you make an attack against a mounted target, you may spend 2 additional AP to also make a separate attack against the creature’s FORT. On a hit, the target is dismounted and falls Prone.
When you attack a mounted target, if you hit, you can spend 2 AP to make a secondary attack against the target’s FORT. On a hit, the target is dismounted and falls Prone.


'''*Lance'''
'''*Lance'''
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|3  
|3  
|Thrown 20 ft  
|Thrown 20 ft  
|''One-Handed''
|One-Handed
| -
| -
|-
|-
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|4-INT, min 2  
|4-INT, min 2  
|Ranged 60 ft  
|Ranged 60 ft  
|''Hand-and-a-Half (1d8)''
|Hand-and-a-Half (1d8)
|200
|200
|-
|-
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|2  
|2  
|Ranged 120 ft  
|Ranged 120 ft  
|''Two-Handed, Light, Concealed, Ammunition*''
|Two-Handed, Light, Concealed, Ammunition*
|10
|10
|-
|-
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|3  
|3  
|Ranged 200 ft  
|Ranged 200 ft  
|''Two-Handed, Ammunition*''
|Two-Handed, Ammunition*
|40
|40
|-
|-
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|2  
|2  
|Ranged 60 ft  
|Ranged 60 ft  
|''One-Handed, Light, Concealed''
|One-Handed, Light, Concealed
|5
|5
|-
|-
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|6-AWR, min 2  
|6-AWR, min 2  
|Ranged 60 ft  
|Ranged 60 ft  
|''Hand-and-a-Half (+60 ft Range)''
|Hand-and-a-Half (+60 ft Range)
|500
|500
|-
|-
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|5-AWR, min 3  
|5-AWR, min 3  
|Ranged 40 ft  
|Ranged 40 ft  
|''One-Handed''
|One-Handed
|350
|350
|-
|-
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|2  
|2  
|Ranged 60 ft  
|Ranged 60 ft  
|''One-Handed, Light, Ammunition*''
|One-Handed, Light, Ammunition*
|70
|70
|-
|-
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|4  
|4  
|Ranged 500 ft  
|Ranged 500 ft  
|''Two-Handed, Ammunition*, Unwieldy''
|Two-Handed, Ammunition*, Unwieldy
|100
|100
|-
|-
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|2  
|2  
|Ranged 60 ft  
|Ranged 60 ft  
|''Two-Handed, Light, Ammunition*''
|Two-Handed, Light, Ammunition*
|60
|60
|-
|-
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|6-STR, min 2  
|6-STR, min 2  
|Ranged 900 ft  
|Ranged 900 ft  
|''Two-Handed, Ammunition*''
|Two-Handed, Ammunition*
|90
|90
|-
|-
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|6-AWR, min 2  
|6-AWR, min 2  
|Ranged 60 ft  
|Ranged 60 ft  
|''One-Handed''
|One-Handed
|150
|150
|-
|-
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|2  
|2  
|Ranged 60 ft  
|Ranged 60 ft  
|''Hand-and-a-Half (1d8)''
|Hand-and-a-Half (1d8)
|130
|130
|-
|-
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|2  
|2  
|Ranged 200 ft  
|Ranged 200 ft  
|''Two-Handed, Ammunition*''
|Two-Handed, Ammunition*
|120
|120
|-
|-
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|3-INT, min 2  
|3-INT, min 2  
|Ranged 40 ft  
|Ranged 40 ft  
|''One-Handed''
|One-Handed
|400
|400
|-
|-
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|4-CHA, min 2  
|4-CHA, min 2  
|Ranged 80 ft  
|Ranged 80 ft  
|''One-Handed''
|One-Handed
|380
|380
|-
|-
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|2  
|2  
|Ranged 200 ft  
|Ranged 200 ft  
|''Two-Handed, Ammunition*''
|Two-Handed, Ammunition*
|50
|50
|-
|-
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|2  
|2  
|Ranged 120 ft  
|Ranged 120 ft  
|''One-Handed, Light, Concealed, Ammunition*''
|One-Handed, Light, Concealed, Ammunition*
|5
|5
|-
|-
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|8-STR, min 3  
|8-STR, min 3  
|Ranged 1000 ft
|Ranged 1000 ft
|''Two-Handed, Ammunition*, Unwieldy''
|Two-Handed, Ammunition*, Unwieldy
|120
|120
|-
|-
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|6-INT, min 3  
|6-INT, min 3  
|Ranged 100 ft  
|Ranged 100 ft  
|''One-Handed''
|One-Handed
|300
|300
|-
|-
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|2  
|2  
|Ranged 200 ft  
|Ranged 200 ft  
|''One-Handed, Light, Ammunition*''
|One-Handed, Light, Ammunition*
|10
|10
|-
|-
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|5-INT, min 2  
|5-INT, min 2  
|Ranged 40 ft  
|Ranged 40 ft  
|''One-Handed''
|One-Handed
|180
|180
|}
|}
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|2  
|2  
|Thrown 60 ft  
|Thrown 60 ft  
|''One-Handed, Special''
|One-Handed, Special
|15
|15
|CRB
|CRB
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|6-DEX, min 3  
|6-DEX, min 3  
|Melee  
|Melee  
|''One-Handed, Special''
|One-Handed, Special
|40
|40
|CRB
|CRB
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|4-STR, min 3  
|4-STR, min 3  
|Ranged 10 ft  
|Ranged 10 ft  
|''Two-Handed, Special''
|Two-Handed, Special
|25
|25
|CRB
|CRB
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|5-STR, min 3  
|5-STR, min 3  
|Melee  
|Melee  
|''Hand-and-a-Half (1d10)''
|Hand-and-a-Half (1d10)
|15
|15
|CRB
|CRB
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|4-DEX, min 2  
|4-DEX, min 2  
|Thrown 20 ft  
|Thrown 20 ft  
|''Hand-and-a-Half (1d8)''
|Hand-and-a-Half (1d8)
|50
|50
|CRB
|CRB
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|6-STR, min 3  
|6-STR, min 3  
|Melee  
|Melee  
|''Two-Handed, Unwieldy''
|Two-Handed, Unwieldy
|25
|25
|CRB
|CRB
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|4-DEX, min 2  
|4-DEX, min 2  
|Melee  
|Melee  
|''Two-Handed, Unwieldy''
|Two-Handed, Unwieldy
|50
|50
|CRB
|CRB
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|5-DEX, min 2  
|5-DEX, min 2  
|Reach 10 ft  
|Reach 10 ft  
|''One-Handed, Light, Special''
|One-Handed, Light, Special
|25
|25
|CRB
|CRB
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|6-STR, min 3
|6-STR, min 3
|Reach 10 ft
|Reach 10 ft
|''Hand-and-a-Half (reduce APC by 1, min 2), Special''
|Hand-and-a-Half (reduce APC by 1, min 2), Special
|40
|40
|Harker's
|Harker's
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|8-STR, min 3
|8-STR, min 3
|Reach 15 ft
|Reach 15 ft
|''Hand-and-a-Half (reduce APC by 1, min 2), Special''
|Hand-and-a-Half (reduce APC by 1, min 2), Special
|60
|60
|Harker's
|Harker's
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|8-DEX, min 3
|8-DEX, min 3
|Reach 15 ft
|Reach 15 ft
|''Hand-and-a-Half (reduce APC by 1, min 2), Special''
|Hand-and-a-Half (reduce APC by 1, min 2), Special
|35
|35
|Harker's
|Harker's
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|8-STR, min 3
|8-STR, min 3
|Reach 10 ft
|Reach 10 ft
|''Hand-and-a-Half (reduce APC by 1, min 2), Special''
|Hand-and-a-Half (reduce APC by 1, min 2), Special
|50
|50
|Harker's
|Harker's
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|6-DEX, min 3
|6-DEX, min 3
|Reach 10 ft
|Reach 10 ft
|''One-Handed, Special''
|One-Handed, Special
|40
|40
|Harker's
|Harker's
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|2
|2
|Thrown 20 ft
|Thrown 20 ft
|''One-Handed, Light, Special''
|One-Handed, Light, Special
|5
|5
|Harker's
|Harker's
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|2
|2
|Thrown 40 ft
|Thrown 40 ft
|''One-Handed, Light, Special''
|One-Handed, Light, Special
|5
|5
|Harker's
|Harker's
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| -
| -
|Melee
|Melee
|''Concealed, Special''
|Concealed, Special
|30
|30
|Harker's
|Harker's
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'''*Net'''
'''*Net'''


On a hit, the target takes no damage, but is Restrained (Escape DC 15). Nets have 15 HP, 10 AR, REF, and FORT, and Immune Blunt.
On a hit, the target takes no damage, but is Restrained (escape DC 15). Nets have 15 HP, 10 AR, REF, and FORT, and Immune Blunt.


'''*Whips'''
'''*Whips'''


When you attack with a whip, if you hit, you may spend 2 AP to make a secondary attack against a target’s REF. On a hit, if the target is Large or smaller, it falls Prone.
When you attack with your whip, if you hit, you can spend 2 AP to make a secondary attack against a target’s REF; on a hit, if the target is Large or smaller, it falls Prone.


'''*Stakes'''
'''*Stakes'''
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== Siege Weapons ==
== Siege Weapons ==
See [[Siege Weapons]].
See [[Siege Weapons]].
<nowiki>*</nowiki>''Updated v1.2''

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