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






Contents by JD and Sparky © Copyright 2008