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Skip Navigation LinksHigh Fantasy HERO>Content>Campaign Guidelines>Arms & Armament Variant>Weapons>Chart
Killer Shrike's Arms & Armament Variant

Weapons

Weapon Categories Weapon Traits Weapon List Weapon Chart
WEAPON CHART
Weapon List
The following chart fully describes the most common Weapons. For the actual definitions of Categories, Traits and Flaws of each weapon, consult the Weapon List.
WEAPON DAMAGE STR MIN CONCEAL HIT MOD TYPE
MELEE WEAPONS
Great Axe 3D6 23 -8 -
  • +1D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • +2 OCV with Sweep
  • +3 DEF to resist Breaking
  • -2 damage per die vs Plate Armors
  • Treat 1's rolled for damage as 2's
Executioners Axe 3D6 23 -8 -2
  • +1D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • +3 DEF to resist Breaking
  • If Attack roll made by 4 or more, Attack is Double Armor Piercing
  • -2 damage per die vs Plate Armors
  • Treat 1's rolled for damage as 2's
Butterfly Axe 2D6+1 18 -6 -
  • +1D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • +2 OCV with Sweep
  • -2 damage per die vs Plate Armors
  • Treat 1's rolled for damage as 2's
Battle Axe 2D6+1 18 -5 -
  • +1D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • May be wielded 1 handed as a 1 1/2D6 weapon with a STR Min of 13, but at -1 OCV
  • -2 damage per die vs Plate Armors
  • Treat 1's rolled for damage as 2's
Axe 1 1/2D6 13 -4 -

 

  • +1D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • -2 damage per die vs Plate Armors
  • Treat 1's rolled for damage as 2's
Hand Axe 1D6 8 -2 -
  • +1D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • May be thrown; Range Based On Strength, -2 OCV
  • -2 damage per die vs Plate Armors
  • Treat 1's rolled for damage as 2's
Great Mace 3D6 23 -8 -2
  • +2 STUN Multiple
  • +1D6 Damage Only to Break another Weapon; only vs Weapons up to 1 size Category greater
  • +2 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +3 DEF to resist Breaking
Maul 2D6+1 18 -6 -1
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +3 DEF to resist Breaking
Mace 1 1/2D6 13 -4 -1
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +3 DEF to resist Breaking
Small Mace 1D6 8   -1
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +3 DEF to resist Breaking
Great Hammer 3D6 23 -8 -2
  • +2 STUN Multiple
  • +2 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +3 DEF to resist Breaking
Hammer 2D6+1 18 -6 -1
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +3 DEF to resist Breaking
War Hammer 1 1/2D6 13 -4 -1
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +3 DEF to resist Breaking
Small Hammer 1D6 8   -1
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +3 DEF to resist Breaking
Great Pick 2D6+1 18 -6 +2
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • -2 OCV to Block with
Military Pick,
Pick Axe
1 1/2D6 13 -4 -1 Overall
  •  -1 OCV to Block with
Pick
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
Axehead
  • +1D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • -2 damage per die vs Plate Armors
  • Treat 1's rolled for damage as 2's
Pick 1D6 8 -2 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • -1 OCV to Block with
Small Pick 1/2D6 3 -0 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • -1 OCV to Block with
Great Club 9D6 N 23 -8 -3
  • +6 STUN
  • +2 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +3 DEF to resist Breaking
War Club 7D6 N 18 -6 -1
  • +3 STUN
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
Club 5D6 N 13 -4 -1
  • +3 STUN
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
Baton 3D6 N 8 -2 -1
  • +3 STUN
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +3 Lightning Reflexes with self
Stick 2D6 N 3 -0 -1
  • +3 STUN
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
Great Sword 3D6 23 -8  
  • +1D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • +1D6 Damage Only to Break another Weapon; only vs Weapons up to 1 size Category greater
  • +2 OCV with Sweep
  • -2 damage per die vs Plate Armors
Falchion 2D6+1 18 -6 -1
  • +1D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • +2 OCV with Sweep
  • -2 damage per die vs Plate Armors
Bastard Sword 3D6 23 -7 -
  • +1/2D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • May be wielded 1 handed as a 2D6+1 weapon with a STR Min of 18, but at -1 OCV
  • -1pip of damage per die vs Plate Armors
Long Sword, Broad Sword 2D6+1 18 -6 -
  • +1/2D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • +1 OCV with Disarm, Block
  • May be Used 1 Handed
  • -1pip of damage per die vs Plate Armors
Cutlass,
Sabre,
Scimitar
1 1/2D6 13 -4 -
  • +1D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • +1 OCV with Disarm, Block
  • May be Used 1 Handed
  • -2 damage per die vs Plate Armors
Sword 1 1/2D6 13 -4 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +1/2D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • +1 OCV with Disarm
  • May be Used 1 Handed
  • -1pip of damage per die vs Plate Armors
Reenforced Rapier,
Dueling Sword
1 1/2D6 13 -4 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +2 OCV with Disarm
  • May be Used 1 Handed
Rapier 1D6 8 -2 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +1 Lightning Reflexes with self
  • If Attack roll made by 4 or more Attack is Double Penetrating
  • -1 OCV to Block with
Short Sword 1D6 8 -2 -
  • +1/2D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • -1pip of damage per die vs Plate Armors
  • If Attack roll made by 4 or more Attack is Double Penetrating
Foil 1/2D6 3 -0 +2
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • +3 Lightning Reflexes with self
  • If Attack roll made by 4 or more Attack is Double Penetrating
  • -2 OCV to Block with
Long Dagger,
Poinard
1D6 8 -2 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  •  If Attack roll made by 4 or more Attack is Double Penetrating
  • May be thrown; Range Based On Strength
  • -1 OCV to Block with
Main Gauche 1D6 8 -2 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor
  • +1 OCV with Disarm
  • +2D6 Damage Only to Break another Weapon; only vs Weapons of up to 1 size Category greater
  •  -1 OCV to Block with
Stiletto 1D6 8 -2 +2
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • +3 Lightning Reflexes with self
  • If Attack roll made by 4 or more Attack is Double Penetrating
  • -2 OCV to Block with
Dagger 1/2D6 3 -0 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • May be thrown; Range Based On Strength
  • -1 OCV to Block with
Dirk, Throwing Knives 1 pip -2 +2 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +3 Lightning Reflexes with self
  • May be thrown; Range Based On Strength
  • -1 OCV to Block with
Guisarme 3D6 23 -10 -1 Overall
  • -1 OCV to Block with
Hook
  • May be used with Grab, +1 OCV with Grab, +3 STR with Grab
  • +1" of Stretching
  • Allows Unhorse Maneuver
Blade
  • +1/2D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • -1pip of damage per die vs Plate Armors
  • Treat 1's rolled for damage as 2's
Lochaber Axe 3D6 23 -10 -1 Overall
  • -1 OCV to Block with
Hook
  • May be used with Grab, +1 OCV with Grab, +3 STR with Grab
  • +1" of Stretching
  • Allows Unhorse Maneuver
Axehead
  • +1/2D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • -1pip of damage per die vs Plate Armors
  • Treat 1's rolled for damage as 2's
Halberd 3D6 23 -10 -1 Overall
  • -1 OCV to Block with
Spearhead
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +1" of Stretching
  • Allows Set vs. Charge Maneuver
  • Allows Unhorse Maneuver
Axehead
  • +1/2D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • -1pip of damage per die vs Plate Armors
  • Treat 1's rolled for damage as 2's
Scythe 3D6 23 -10 -2
  • +1D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • 1" of Stretching
  • +2 OCV with Sweep
  • +2 OCV with Block
  • May Sweep without DCV Penalty
  • -2 damage per die vs Plate Armors
  • Requires two hands to use
  • Treat 1's rolled for damage as 2's
Two-bladed Sword 2D6+1 18 8 -1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +1/2D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • +2 OCV with Sweep
  • +1 OCV with Block
  • May Sweep without DCV Penalty
  • Requires two hands to use
  • -1pip of damage per die vs Plate Armors
Double Axe 2D6+1 18 -8 -2
  • +1/2 D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • +2 OCV with Sweep
  • +2 OCV with Block
  • May Sweep without DCV Penalty
  • -1 damage per die vs Plate Armors
  • Requires two hands to use
  • Treat 1's rolled for damage as 2's
Sword Spear, Naginata 2D6+1 18 -8 -1 Overall
  • +2 OCV with Block
  • May Sweep without DCV Penalty
  • Requires two hands to use
Haft
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
Swordhead
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +1/2D6 vs Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors
  • +1 OCV with Disarm
  • -1pip of damage per die vs Plate Armors
Mantis Pick 1 1/2D6 13 -6 -
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • +2 OCV with Sweep
  • May Sweep without DCV Penalty
  • Requires two hands to use
Dire Flail 1 1/2D6 13 -6 -2
  • +1 STUN Multiple
  • +1 damage per die vs Scale Armors (up to DEF of Armor)
  • +1 damage per die vs Chain Armors (up to DEF of Armor);
  • +2 OCV with Sweep
  • +1 OCV with Disarm
  • +1 OCV with Block
  • +1 OCV vs Block attempts
  • May Sweep without DCV Penalty
  • Requires two hands to use
Pike 3D6 23 -12 -1 Overall
  • +1 OCV with Block
  • May Sweep without DCV Penalty
  • Requires two hands to use
Haft
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
Spearhead
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +1" of Stretching
  • Allows Set vs. Charge Maneuver
  • Allows Unhorse Maneuver
Long Spear 2D6+1 18 -10 - Overall
  • +1 OCV with Block
  • May Sweep without DCV Penalty
  • Requires two hands to use
Haft
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
Spearhead
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +1" of Stretching
  • Allows Set vs. Charge Maneuver
  • Allows Unhorse Maneuver
  • May be thrown; Range Based On Strength
Trident 2D6+1 18 -6 -
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +1 OCV with Disarm
  • May be thrown; Range Based On Strength
  • -1 OCV to Block with
Spear 1 1/2D6 13 -6 - Overall
  • +1 OCV with Block
  • May Sweep without DCV Penalty
  • Requires two hands to use
Haft
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
Spearhead
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • May be thrown; Range Based On Strength
Short Spear 1D6 8 -2 +2
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • May be thrown; Range Based On Strength
  • -2 OCV to Block with
Javelin 1/2D6 3 -0 +2
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • -2 OCV to Block with
  • May be thrown; Range Based On Strength
  • Only good for 1d6 uses
  • -3 DEF to resist Breaking
Battle Flail 3D6 23 -6 -2
  • +2 STUN Multiple
  • +2 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +1 OCV vs Block attempts
  • If Attack roll made by 4 or more, Attack is Double Armor Piercing
Battle Mourn 2D6+1 18 -4 -
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +1 OCV vs Block attempts
  • +1 OCV with Disarm
  • -1 OCV to Block with
Large Flail 2D6+1 18 -4 -2
  • +2 STUN Multiple
  • +2 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +1 OCV vs Block attempts
Bladed Flail 2D6+1 18 -4 -2
  • +2 STUN Multiple
  • +2 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • +1 OCV vs Block attempts
  •  -2 OCV to Block with
Flail 1 1/2D6 13 -2 -2
  • +2 STUN Multiple
  • +2 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +1 OCV vs Block attempts
Morningstar 1 1/2D6 13 -2 -
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +1 damage per die vs Chain Armors (up to DEF of Armor);
  • +1 OCV with Disarm,
  • +1 OCV vs Block attempts
  • -1 OCV to Block with
Heavy Lance 4D6+1 23/33 -10 -
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • -2 OCV to Block with
  • +1" of Stretching
  • Allows Set vs. Charge Maneuver
  • Allows Unhorse Maneuver
  • -2 to Conceal
  • Only good for 1d6 uses
  • -3 DEF to resist Breaking,
  • -5 STR Min when Mounted
  • +5 STR Min when not Mounted
Lance 3D6 18/28 -8 +1
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • -2 OCV to Block with
  • Only good for 1d6 uses
  • -3 DEF to resist Breaking
  • -5 STR Min when Mounted
  • +5 STR Min when not Mounted
Light Lance 2D6+1 13/23 -6 +1
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • -2 OCV to Block with
  • Only good for 1d3 uses
  • -5 DEF to resist Breaking
  • -5 STR Min when Mounted
  • +5 STR Min when not Mounted
Quarter Staff 2D6+1 18 -8 -1
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +1 OCV with Disarm
  • +2 OCV with Block
  • +3 DEF to resist Breaking
  • May Sweep without DCV Penalty
  • Requires two hands to use
Lantern Staff 2D6+1 18 -8 -4
  • +1d6 Energy Killing Damage (Fire)
  • +2 STUN Multiple
  • +2 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +2 OCV with Block
  • +3 DEF to resist Breaking
  • May Sweep without DCV Penalty
  • Requires two hands to use
Bo Staff 1 1/2D6 13 -6 -
  • +1 OCV with Disarm
  • +2 OCV with Block
  • +3 DEF to resist Breaking
  • +3 Lightning Reflexes with self
  • May Sweep without DCV Penalty
  • Requires two hands to use
Reed Staff 1D6 8 -2 -
  • +3 Lightning Reflexes with self
  • +1 OCV vs Block attempts
  • +2 OCV with Block
  • May Sweep without DCV Penalty
  • Requires two hands to use
  • Only good for 1d6 uses
  • -3 DEF to resist Breaking
Whip 1 pip -2 -0 -
  • +2 OCV with Disarm
  • +3 Lightning Reflexes with self
  • 2" of Stretching
  • 2" of Swinging
  • -2 to Conceal
  • Requires two hands to use
  • May be used to Grab 2 limbs
  • +2 OCV vs Block attempts
War Chain 1 1/2D6 13 -2 -1
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +2 OCV with Disarm
  • 2" of Stretching
  • 2' of Swinging
  • Requires two hands to use
  • May be used to Grab 2 limbs
  • +2 OCV vs Block attempts
Chain 1D6 8 -0 -1
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +1 Lightning Reflexes with self
  • +2 OCV with Disarm
  • 1" of Stretching
  • 1" of Swinging
  • Requires two hands to use
  • May be used to Grab 2 limbs
  • +2 OCV vs Block attempts
Light Chain 1/2D6 3 +2 -1
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +3 Lightning Reflexes with self
  • +1 OCV with Disarm
  • 1" of Stretching
  • 1"of Swinging
  • Requires two hands to use
  • May be used to Grab 2 limbs
  • +2 OCV vs Block attempts
Garrotte 2D6 N 3 +2  
  • +3 Lightning Reflexes with self
  • May be used to Grab 2 limbs
  • +2 OCV vs Block attempts;
  • May use Martial Choke Maneuver
  • Requires two hands to use
Brass Knuckles 1/2D6 3 +2 -1
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +3 Lightning Reflexes with self
Sap 1D6 8 0 -2
  • +2 STUN Multiple
  • +2 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +3 Lightning Reflexes with self
RANGED WEAPONS
Heavy Long Bow 3D6 23 -8 +2
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • Launcher (200")
  • If Attack roll made by 4 or more, Attack is Double Penetrating
  • Takes 1/2 Phase Action to Load/Ready weapon
Long Bow 2D6+1 18 -6 +2
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • Launcher (175")
  • Takes 1/2 Phase Action to Load/Ready weapon
Heavy Bow 2D6+1 18 -6 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • Launcher (150")
  • Takes 1/2 Phase Action to Load/Ready weapon
Heavy Recurve Bow 2D6+1 18 -6 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +1 Lightning Reflexes with self
  • Launcher (100")
Light Long Bow 1 1/2D6 13 -4 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • Launcher (125")
  • Takes 1/2 Phase Action to Load/Ready weapon
Bow 1 1/2D6 13 -4 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • Launcher (100")
Recurve Bow 1 1/2D6 13 -4 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +3 Lightning Reflexes with self
  • Launcher (75")
Light Bow 1D6   -2 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • Launcher (75")
Arbalest 4D6+1 28 -10 +2
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • Launcher (200")
  • Takes Full Phase Action to Load/Ready weapon
  • Full Phase Delayed Phase
Heavy Crossbow 3D6 23 -8 +2
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • +1 Lightning Reflexes with self
  • Launcher (150")
  • Takes Full Phase Action to Load/Ready weapon
Light Crossbow 2D6+1 18 -6 +2
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • +3 Lightning Reflexes with self
  • Launcher (100")
  • Takes 1/2 Phase Action to Load/Ready weapon
Hand Crossbow 1 1/2D6 13 -4 -
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +3 Lightning Reflexes with self
  • Launcher (50")
  • Takes 1/2 Phase Action to Load/Ready weapon
Light Hand Crossbow 1D6 8 -2 -1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +3 Lightning Reflexes with self
  • Launcher (25")
  • Takes 1/2 Phase Action to Load/Ready weapon
Staff Sling 1 1/2D6/
3D6 N
13 -8 -2 Overall
  • Requires two hands to use
Staff
  • +1 OCV with Disarm
  • +3 DEF to resist Breaking
  • +3 Lightning Reflexes with self
  • May Sweep without DCV Penalty
  • +2 OCV with Block
Sling
  • +6 STUN
  • +2 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • Launcher (60")
Sling 2D6 N 3 -0 -2
  • +6 STUN
  • +2 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  •  Launcher (30")
Bola 2D6 N 3 -0 -2
  • May perform the Legweep and/or Trip Maneuvers as appropriate
  • +1 OCV vs Block/Missile Deflection attempts
  • +2 to Conceal, May be thrown; Range Based On Strength
Slingshot 1D6 N -2 +2 -1
  • +1 STUN Multiple
  • +1 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +3 Lightning Reflexes with self
  • Launcher (15")
  • Takes 1/2 Phase Action to Load/Ready weapon
Light Sling 1D6 N -2 +2 -2
  • +6 STUN
  • +2 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • +1 Lightning Reflexes with self
  • Launcher (5")
Shotput 5D6 N 13 -4 -2
  • +6 STUN
  • +2 damage per die vs Plate & Scale Armors (up to DEF of Armor)
  • May be thrown; Range Based On Strength
  • Full Phase, Delayed Phase
Dart 1 pip -2 +2 +1
  • +1 damage per die vs Chain Armors (up to DEF of Armor)
  • +3 Lightning Reflexes with self
  • May be thrown; Range Based On Strength
  • If Attack Roll is made by 2 or more attack is Penetrating x2
Throwing Stars 1 pip -2 +2 +2
  • +2 damage per die vs Chain Armors (up to DEF of Armor)
  • +1 Lightning Reflexes with self
  • May be thrown; Range Based On Strength
  • If Attack Roll is made by 2 or more attack is Penetrating x2
Oil Flask 3D6 N 8 -2 -
  • +1d6 Energy Killing Damage (Fire); 0 END Continuous Uncontrolled , Sticky (Extinguishing Fire Ends effect)
  • May be thrown; Range Based On Strength
  • Only good for 1 use; -5 DEF to resist Breaking