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 |
|
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 |
|
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 |
|
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 |
|
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
|