Weapon Feats
Each level beyond Proficient provides a cumulative +2 to hit and on damage rolls. Characters using a weapon they are unskilled with deal 1d4 points of damage on a successful hit.
Weapon
|
Proficient
|
Skilled
|
Expert
|
Master
|
Broadsword
|
1d8
|
Deflect
|
Bleed
|
Keen
|
Claymore
|
2d6
|
Disarm
|
Deflect
|
Vicious
|
Club
|
1d6
|
Delay
|
Stun
|
Knockout
|
Composite Bow
|
1d8
|
Skewer
|
Vicious
|
Swift
|
Crossbow
|
2d6
|
Delay
|
Stagger
|
Skewer
|
Dirk
|
1d4
|
Swift
|
Bleed
|
Keen
|
Falchion
|
1d6
|
Bleed
|
Keen
|
Vicious
|
Francisca
|
1d6
|
Delay
|
Stagger
|
Swift
|
Halberd
|
2d6
|
Trip
|
Skewer
|
Vicious
|
Lance
|
1d8
|
Delay
|
Skewer
|
Vicious
|
Long Bow
|
1d8
|
Swift
|
Skewer
|
Keen
|
Maul
|
2d6
|
Stagger
|
Stun
|
Knockout
|
Musket
|
2d6
|
Stagger
|
Delay
|
Stun
|
Pistol
|
1d6
|
Delay
|
Stagger
|
Vicious
|
Quarterstaff
|
1d8
|
Trip
|
Deflect
|
Swift
|
Rapier
|
1d8
|
Deflect
|
Disarm
|
Riposte
|
Sling
|
1d6
|
Stagger
|
Stun
|
Knockout
|
Spear
|
1d8
|
Delay
|
Skewer
|
Keen
|
Sparr Axe
|
1d8
|
Bleed
|
Delay
|
Vicious
|
Thrown Knife
|
1d4
|
Swift
|
Bleed
|
Skewer
|
Warhammer
|
1d8
|
Deflect
|
Delay
|
Knockout
|
Expertise Feats
Bleed – Target suffers 1 HP damage / round until they save.
Deflect – Wielder may save to negate one attack / round
Delay – Save or lose initiative next round
Disarm – Save or lose weapon
Keen – Critical hit on natural 19 or 20
Knockout – Save or fall unconscious
Riposte – Wielder may save to counterattack immediately
Skewer – Next round target takes the same damage again
Stagger – Save or can’t move for one round
Stun – Save or can’t attack / cast spells for one round
Swift – Wielder makes two attacks / round on one target
Trip – Save or fall over
Vicious – Wielder rerolls damage, takes higher result
Training Costs for Weapon Expertise
Level
|
Cost for Training
|
Training Time
|
Untrained
|
0
|
None
|
Proficient
|
1,000
|
1 week
|
Skilled
|
5,000
|
1 month
|
Expert
|
10,000
|
3 months
|
Master
|
20,000
|
6 months.
|
Melee Weapons
Ranged Weapons
RoF is number of shots / round. e.g. 1/2 is one shot every other round. 2/1 is two attacks per round.
Other weapons than the ones listed above cannot be mastered. All characters are proficient in using them.
Burns - Target suffers 1d6 automatic damage / round until they save
Cone - May attack up to three side-by-side targets simultaneously
Entangles - Target must save or become helpless
Explodes - Everyone within (# of damage dice x 2)m is hit. Save for half
Light – Can be wielded in off-hand
Reach – Can attack from behind someone else
Weapon
|
Cost
|
Wt.
|
Special
|
Hands
|
Broadsword
|
50
|
1.5kg
|
-
|
1H
|
Claymore
|
100
|
3kg
|
-
|
2H
|
Club
|
5
|
0.5kg
|
Light
|
1H
|
Dirk
|
2
|
0.5kg
|
Light
|
1H
|
Falchion
|
50
|
1kg
|
Light
|
1H
|
Halberd
|
50
|
4kg
|
Reach
|
2H
|
Lance
|
50
|
2.5kg
|
-
|
1H
|
Maul
|
100
|
5kg
|
-
|
2H
|
Quarterstaff
|
2
|
1.5kg
|
Reach
|
2H
|
Rapier
|
50
|
1kg
|
-
|
1H
|
Spear
|
5
|
2kg
|
Reach
|
1H
|
Sparr Axe
|
50
|
2kg
|
-
|
1H
|
Warhammer
|
50
|
2.5kg
|
-
|
1H
|
Ranged Weapons
Weapon
|
Cost
|
Wt.
|
Rng.
|
RoF
|
Special
|
Composite Bow
|
100
|
2kg
|
100m
|
1/1
|
|
Crossbow
|
50
|
3kg
|
75m
|
1/2
|
|
Francisca
|
5
|
0.5kg
|
10m
|
2/1
|
Light
|
Long Bow
|
100
|
3kg
|
100m
|
1/1
|
|
Musket
|
100
|
4.5kg
|
40m
|
1/2
|
|
Pistol
|
50
|
1.5kg
|
10m
|
1/2
|
Light
|
Sling
|
2
|
0.25kg
|
100m
|
1/1
|
|
Spear
|
5
|
2kg
|
10m
|
1/1
|
Reach
|
Thrown Knife
|
2
|
0.25kg
|
10m
|
2/1
|
Light
|
RoF is number of shots / round. e.g. 1/2 is one shot every other round. 2/1 is two attacks per round.
Other Weapons
Other weapons than the ones listed above cannot be mastered. All characters are proficient in using them.
Weapon
|
Cost
|
Damage
|
Wt.
|
Rng.
|
Special
|
Bolas
|
2
|
1d4
|
0.5kg
|
10m
|
Entangles
|
Blowgun
|
2
|
1d4
|
1kg
|
10m
|
|
Blunderbuss
|
100
|
2d6
|
4.5kg
|
20m
|
Cone
|
Flamethrower
|
250
|
2d6
|
30kg
|
20m
|
Burns, Cone
|
Grenades
|
10
|
2d6
|
0.5kg
|
10m
|
Explodes
|
Holy Water
|
10
|
2d6
|
0.1kg
|
10m
|
Burns
|
Net
|
5
|
-
|
3kg
|
5m
|
Entangles
|
Petard
|
50
|
4d10
|
3kg
|
-
|
Explodes
|
Petrol Bomb
|
5
|
1d8
|
0.5kg
|
10m
|
Explodes, Burns
|
Whip
|
10
|
1d4
|
1kg
|
-
|
Entangles, Reach
|
Ammunition
Type (# of shots)
|
Cost
|
Weight
|
For
|
Arrows (10)
|
3
|
1kg
|
Bows
|
Bolts (10)
|
5
|
1.5kg
|
Crossbows
|
Gasoline (5)
|
25
|
5kg
|
Flamethrowers
|
Shot & Powder (10)
|
10
|
2kg
|
Guns
|
Slingstones (10)
|
1
|
1.5kg
|
Sling
|
Weapon Qualities
Cone - May attack up to three side-by-side targets simultaneously
Entangles - Target must save or become helpless
Explodes - Everyone within (# of damage dice x 2)m is hit. Save for half
Light – Can be wielded in off-hand
Reach – Can attack from behind someone else
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