The Weapons Vault
Weapon Strength: material + class + quality = strength of weapon. Strength of weapon vs. breaking.
Combat Damage: weapon damage + strength + attack skill = total damage. Insert total damage in damage field on dice page when using dice roller.
Weapon Penalties: -1 HB and dex per 10 lbs of weight for unwieldiness.
Building a Weapon: $1000 per +1 Damage or +1 augment.
Choose Type of Damage and Style
Choose Weapon which goes with damage and style type.
Choose weapon Material and add matching stats together (dmg+dmg, str.+str., wt.+wt.)
Choose weapon Quality and add matching stats together (dmg+dmg, str.+str., wt.+wt.)
Choose weapon Class and add matching stats together (dmg+dmg, str.+str., wt.+wt.)
Choose weapon Craftsmanship if any and add matching stats together (dmg+dmg, str.+str., wt.+wt.)
Choose any Ammunition which goes with your ranged weapon
Upgrade if you choose to do so and add matching stats together (dmg+dmg, str.+str., wt.+wt.) and add augments to weapon.
Skip any steps but Weapon, and Material
New Characters start with 17 free dmg points, or:
1. Type and Style: Slashing Melee
2. Weapon: Light Longsword, one handed, double edged, bronze, corroded
3. Damage: 17
4. Weight: 1 lbs.
5. Strength: 39
6. Augments: temper +2
7. Penalties: none
8. Maximum Value: $17000
9. Resale Value: $1700
Merchant Bob: GM calls Merchant Intelligence (cunning) or Will (stuborn) vs. Persuasion.
Type of Damage
Type | Effective Against: | Damage |
Slashing | leather, flesh | wounds on crit, normal damage for +1 AR, +1 per ace |
Blunt | steel and stone | stuns for -1 AR, -1 per ace, cripples on crit, -1 turn, -1 pa |
Piercing | chain and chinks | sustained normal damage on crit, +1 turn, +1 pa or until removed. |
Lashing | breaks down defense | staggers for 0 hit bonus for +1 turn, +1 pa, knockdown on crit, -3 AR |
Explosive | high fortitude, hard to kill | sustained damage +1 turn, +1 pa, and cripples on crit, -1 turn, -1 pa |
Style
Style | Range | Damage |
Melee | length of weapon, close range combat | weapon+level+strength=damage, x 2 crit |
Ranged--Thrown | strength roll=1 yard per success | weapon+level+strength=damage, x 2 crit |
Ranged--Blown | stamina roll=1 yard per success | weapon+level+strength=damage, x 2 crit |
Ranged--Missiled, Primitive | strength roll=1 yard per success+draw weight | weapon+ammo+level+strength=damage, x 2 crit |
Ranged--Missiled, Spring-load | damage roll=1 yard per success+draw weight | weapon+ammo+level+strength=damage, x 2 crit |
Ranged--Missiled, Firearms | damage x 10 = yards | weapon+ammo+level+strength=damage, x 2 crit |
Slashing Weapons
Weapons | Types | Damage | Weight |
One-Handed Double-Edged Blades | bastard sword, sabre, longsword, shortsword, wooden waister | 20 | 3 lbs |
Two-Handed Double-Edged Blades | greatsword, broadsword, twinblade | 30 | 5 lbs |
One-Handed Single-Edged Blades | shamshir, katana, falchion, cutlass, wooden boken | 15 | 3 lbs |
Two-Handed Single-Edged Blades | scimitar, samurai sword | 25 | 4 lbs |
Axes | battle axe, handaxe, duelblade axe | 15 | 2 lbs |
Warfans | inisai warfan, anua warfan | 10 | 1 lbs |
Poleaxes | halberd, pike-axe, glaive | 35 | 4 lbs |
Piercing
Weapons | Damage | Weight |
Foils | 3 | 1 lbs |
Rapiers | 12 | 2 lbs |
Daggers, double edged | 8 | 1 lbs |
Long Daggers, double edged | 10 | 1 lbs |
Knives, single edged | 10 | 1 lbs |
Spears | 20 | 4 lbs |
Lances | 35 | 10 lbs |
Polearms | 30 | 4 lbs |
Katars | 16 | 1 lbs |
Picks | 16 | 2 lbs |
Blunt
Weapons | Information | Damage | Weight |
Hammers | Warhammer, Battlehammer | 12 | 2 lbs |
Maces | Footman's Mace, Morning Star, Horseman's Mace, Flail Mace | 14 | 4 lbs |
Clubs | metal, wood, bone, composite | 5 | 1 lbs |
Staffs | wood, bone, jeweled, composite | 4 | 1 lbs |
Chains | blunt whip, strangling, and entangling attacks | 2 | 1 lbs |
Lashing
Weapons | Damage | Weight |
Whips | 8 | 1 lbs |
Flails | 6 | 1 lbs |
Cat o' Nine Tails | 10 | 2 lbs |
Explosive Ranged
Weapons | Damage | Weight |
Molotov Cocktails | +10, agg., dmgs in 10 yard radius | pouch of 6, 1 lbs |
Explosive Arrows | +8, Agg. | quiver of 12, 3 lbs |
Gas Bombs | +2, stagger, -1 HB for 1 turn, +1 per ace, dmgs in 10 yard radius | pouch of 6, 1 lbs |
Missiled Blunt
Weapons | Damage | Weight |
Button Arrows | 3, stun, knockdown on crit | quiver wt. 3 lbs |
Missiled Piercing
Weapons | Damage | Weight | Information |
Arrows | +10 | quiver wt. 3 lbs | add to bow and strength damage |
Darts | +1 | quiver wt. 1 lbs | add to dart and poison damage, range = strength roll, +1 foot per success |
Blowgun | +1 | wt. 0 lbs | range = stamina roll, +1 yard per success, use with darts. |
Bows
Weapons -- Bows | Damage and Draw Weight | Weight |
Long Bows | +20 | 1 lbs |
Compound Bows | +25 | 2 lbs |
Recurve Bows | +18 | 1 lbs |
Short Bows | +15 | 1 lbs |
Crossbows | +30 | 2 lbs |
Firearms
Weapons -- Firearms | Damage / Caliber | Weight | No. of Rounds before Reload |
Sidearms, Single shot | 22. 35. 44. 45. mag+5 | 1 lbs | 1 round |
Sidearms, Six shooter | 22. 35. 44. 45. 50. mag+5 | 1 lbs | 6 round chamber |
Sidearms, Semi-auto | 22. 35. 44. 45. mag+5 | 1 lbs | 22 round clip |
Rifles, Single shot | 22. 35. 44. 45. 50. mag+5 | 2 lbs | 1 round |
Rifles, Bolt and Lever Action | 22. 35. 44. 45. 50. mag+5 | 2 lbs | 10-20 |
Shotguns, 10 Gauge Single Barrel | 18 | 2 lbs | 1 round |
Shotguns, 12 Gauge Single Barrel | 15 | 2 lbs | 1 round |
Shotguns, 20 Gauge Single Barrel | 12 | 1 lbs | 1 round |
Shotguns, 10 Gauge Double Barrel | 18 | 2 lbs | 1 round |
Shotguns, 12 Gauge Double Barrel | 15 | 3 lbs | 2 rounds |
Shotguns, 20 Gauge Double Barrel | 12 | 2 lbs | 2 rounds |
Shotguns, 10 Gauge Pump Action | 18 | 2 lbs | 10 rounds |
Shotguns, 12 Gauge Pump Action | 15 | 2 lbs | 10 rounds |
Shotguns, 20 Gauge Pump Action | 12 | 2 lbs | 10 rounds |
Machine Guns, Sub | 22. 30. 35. 36. 44. 45. | 2 lbs | 100 round magazine |
Machine Guns, Gatling | 50. | 6 lbs | 500 round belt magazine (feed) |
Machine Guns, Howitzer | 50. 100. half pound mortars | 20 lbs. 50 lbs. | 500 round belt magazine (feed) or 100 round mortar belt |
Rifles, Air | 1. 2. | 1 lbs | 100 pellet round magazine |
Ammunition | Dmg. | Number | Special Information |
Hollowpoint | +10 | 20 | for rifles and pistols |
Armour Piercing | +5 | 10 | pierces most armour, for rifles and pistols |
Incendiary | +15 | 3 | explosive fire damage +2 turns, +2 per ace, rifles, pistols, howitzer. |
Piercing Thrown
Weapons | Damage | Weight | Number and Info |
Throwing Knives | 5 | quiver wt. 1 lbs | no. 6, single-edged |
Throwing Daggers | 6 | quiver wt. 1 lbs | no. 6, double-edged |
Javelins | 16 | quiver wt. 4 lbs | no. 10 |
Atlatl Sling | +2 | 1 lbs | use to throw javelins with improved range of +15 yards |
Throwing Forks | +1 | 1 lbs | no. 8, mum's best flatware, great balance |
Slashing Thrown
Weapons | Damage | Weight | Number and Info |
Shurikens | 7 | 2 | case of 25 |
Tomahawks | 10 | 2 | belt of 4 |
Blunt Thrown
Weapons | Damage | Weight | Number and Info |
Slingshot | 3 | 1 | pouch of 20 slugs |
Sling Staff | 4 | 1 | pouch of 20 slugs |
Catapult | 6 | 4 | basket of 20 mortars |
Ammunition | Damage | Weight | Number and Info |
Stone Slugs | +1 | 1 lbs | 20 |
Metal Slugs | +2 | 1 lbs | 20 |
Stone Mortars | +6 | 25 lbs | 20 |
Iron Mortars | +8 | 30 lbs | 20 |
Steel Mortars | +10 | 20 lbs | 20 |
War Machines
Weapons | Damage | Weight | Number and Info |
Trebuchet | 50 | 500 | basket of 10 mortars |
Seige Tower | 0 | 500 | holds up to 100 soldiers |
Battering Ram | 40 | 200 | held on rolling frame by heavy chains |
Spear Launcher | 21 | 200 | fires 25 at once, bundle of 150 spears, rolling frame with pivoting axis for aim, spears fletched like giant arrows |
Materials
Material | Damage | Strength | Weight |
Wood | +0 | +15 | -1 |
Bone | +1 | +20 | +2 |
Stone | +4 | +28 | +3 |
Iron | +5 | +32 | +5 |
Bronze | +10 | +44 | +3 |
Steel | +15 | +55 | +1 |
Tempered Steel | +20 | +65 | +1 |
Diamthril | +30 | +80 | +0 |
Tempered Diamthril | +35 | +100 | -3 |
Quality
Condition and Quality | Strength and Damage Penalty |
Corroded or Decayed | -10 |
Worn | -5 |
Tarnished | -3 | Common | 0 |
Quality | +3 |
Fine | +5 |
Masterwork | +10 |
Class
Size or Weight | Damage | Strength | Weight |
Light | -5 | +5 | -5 |
Medium | 0 | +10 | 0 |
Heavy | +5 | +15 | +5 |
Massive | +10 | +20 | +10 |
Collosal | +20-200 | +30-300 | +20-200 |
Collosal War Machines | +200-2000 | +300-3000 | +200-2000 |
Craftsmanship
Maker's Seal | Damage and Strength Bonus | Specialization |
Outland Humans | +3 | Tableware and Firearms |
Eschion | +3 | Leather Armour |
Vengoath | +3 | Spears |
Minotaur | +3 | impracticle massive melee weapons |
Goblins | +3 | Bows |
Elves | +3 | Slashing Weapons |
Dwarrow | +4 | Diamthril Armour |
Maelvanor | +4 | Diamthril Weapons |
Trecouri | +4 (find only) | laserguns, laserswords, armoured bodysuits |
Upgrades
Type | Augment | Add to / Information |
Barbs | +5 dmg. | blades, arrows and flails |
Spikes | +3 dmg. | blunt weapons, flails and arrows |
Studs | +2 dmg. | blunt weapons and flails |
Blades | +6 dmg. | blunt weapons, crossbars, arrows, and flails |
Poison, Lethal | +1 d6 aggr. dmg. | blades, darts, arrows, spears, etc. |
Poison, Mild | +1 d6 dmg. | piercing and slashing, +1 dmg. ps. until cured. |
Agent, Sleeping or Paralytic | +1 d6 potence | piercing and slashing, sleep or paralyzed for -1 turn, -1 per ace or until cured. |
Enchantment | +1 d6 power | choose a single effect from a spell book. |
Temper | +1 damage | improves quality of weapon |
Reinforce | +1 strength | improves strength of weapon |
Refurbish | +1 strength and +1 damage | improves the quality of a weapon |
Cost
Product | Cost |
Weapons | $1000 per +1 damage purchased; strength comes with damage. |
Repairs | $250 repair to prior condition |
Upgrades | $1000 per +1 augment |