Weapon Feats

A character’s ability to use a

particular type of weapon in combat is represented by Weapon Feats.

Starting Weapon Feats

At first level, characters start with

either two or four weapon feats, which must be immediately spent on Basic weapon proficiency with two or four weapons useable by the character

respectively.

A character may not spend more than one first level weapon feat on the same weapon.

Gaining Weapon Feats

As characters increase in level, they gain more weapon feats. See Chapter 4: Creating a Character for further

details. These additional weapon feats cannot be spent immediately, but must be spent while weapon training. See

Chapter 11: Gaining Experience for more

information on weapon training. By training, the character can spend these

additional weapon feats to either gain basic proficiency with new weapons or

increase their proficiency level with existing weapons. Spending a single weapon feat will give the character a single

increase in proficiency level with a weapon (to a maximum of Grandmaster Proficiency) regardless of how

proficient the character currently is with that weapon or how many other weapons the character is proficient with.

There are 6 levels of proficiency with each weapon, listed below along with the abbreviations used for them in the tables in this chapter:

.Non-Proficient (‘N’) .Basic Proficiency (‘B’) .Skilled Proficiency (‘S’) .Expert Proficiency (‘E’) .Master Proficiency (‘M’) .Grandmaster Proficiency (‘G’) Characters start out non-proficient

with all weapons other than those they spent their starting weapon feats to gain

proficiency with.

Effects of Proficiency

As a character gains more proficiency levels with a weapon, they will usually do more damage with it. The damage done by a weapon is listed for each proficiency level in the detailed

weapon descriptions in this chapter.

Increasing in proficiency level with a weapon will usually also result in an increased attack bonus with that weapon and an armour class bonus against one or more opponents when using that weapon.

Some types of weapon have special abilities such as the ability to

deflect attacks or the ability to ensnare

opponents, which can be used only by characters with a high enough level of

proficiency.

Opponent Types

Although some weapons are equally effective against any opponent, weapons intended for warfare are often more effective against other opponents armed with melee weapons; whereas weapons intended for hunting are often more effective against unarmed

opponents. In the weapon descriptions in this chapter, each weapon has its

effectiveness indicated against each type of opponent separately.

Note that opponents wielding missile weapons use the same values as

opponents who are completely unarmed or using natural attacks such as claws.

Ammunition & Loading

All missile weapons require ammunition, for example bows need arrows and guns need bullets. In addition,

guns also require a charge of red powder to work.

Any character can load a weapon with ammunition, even those who are not proficient in its use. Loading a weapon does not take an action, and is assumed to be part of the normal Attack action (see Chapter 10: Combat for a full

description of actions).

If a character gets multiple attacks

for any reason, they can reload between each attack. For example, a 28th level fighter is able to make three attacks against opponents that they can hit on a 2+ (after modifiers). That fighter could make all three attacks with a bow, crossbow, sling or gun and reload between each attack all in a single

Attack action.

The only exception to this rule is with pistols. Although pistols require only one hand to fire, they require two hands to reload. Therefore unless a character has a free hand, they can

only fire a single shot from a pistol in one Attack action even if they would

normally get more than one attack.

Similarly, if a character has no free hand, they cannot make a second attack with a pistol in subsequent rounds

until such time as they have a free hand in order to reload.

A character equipped with multiple pistols but no free hand can take

advantage of having multiple attacks if they are prepared to drop each empty pistol after firing it and draw a new loaded one.

Alphabetical Weapon List

The following pages list each weapon along with most of its abilities. Some weapon abilities which are either

extremely common or are complex enough to need a longer description are not listed with specific weapons.

All weapon abilities are listed after

the weapon descriptions.

Table 6-1: Master Weapon Table Table 6

-2: Axe, Battle vs Armed

Opponents

Useable by Weapon ClericDruidDwarf ElfFighterHalflingMagic-UserMysticThief Damage (at basic proficiency) Cost One Handed Melee Weapons Axe, Hand Y Y Y Y -Y Y 1d6 4gp Blackjack Y Y Y Y Y Y -Y Y 1d2 5gp Club Y Y Y Y Y Y Y 1d4 3gp Cestus Y Y Y Y -Y Y 1d3 5gp Dagger Y Y Y Y Y Y Y 1d4 3gp Hammer, Throwing Y -Y Y Y Y Y 1d4 4gp Hammer, War Y -Y Y Y Y Y 1d6 5gp Javelin Y Y Y Y Y 1d6 1gp Lance —Y Y Y Y 1d10 10gp Mace Y -Y Y Y Y Y 1d6 5gp Net Y Y Y -Y Y Y -4gp Spear -Y Y Y Y 1d6 3gp Sword, Bastard -Y Y Y Y 1d6+1 15gp Sword, Normal Y Y Y Y Y 1d8 10gp Sword, Short Y Y Y Y -Y Y 1d6 7gp Trident Y Y Y Y Y 1d6 5gp Unarmed Strike Y Y Y Y Y Y Y Y Y 1 - Whip Y Y Y -Y Y Y 1d2 10gp Two Handed Melee Weapons Axe, Battle Y Y Y Y -1d8 7gp Halberd -Y Y Y -1d10 7gp Pike -Y Y Y -1d10 3gp Poleaxe -Y Y Y -1d10 5gp Staff Y Y Y Y Y -Y Y -1d6 5gp Sword, Bastard -Y Y Y -1d8+1 15gp Sword, Two-Handed -Y Y Y -1d10 15gp Shield Weapons Shield, Horned Y Y Y Y —1d2 15gp Shield, Knife Y Y Y Y -1d4+1 65gp Shield, Sword Y Y Y 1d4+2 200gp Shield, Tusked -Y Y —-1d4+1 200gp Missile Weapons Blowgun, Large Y Y Y -Y Y Y -3gp Blowgun, Small Y Y Y -Y Y Y -6gp Bolas Y Y Y Y Y 1d2 5gp Bow, Long —Y Y Y Y 1d6 40gp Bow, Short Y Y Y Y -Y Y 1d6 25gp Crossbow, Heavy —Y Y Y Y 2d4 50gp Crossbow, Light Y Y Y Y -Y Y 1d6 30gp Pistol Y Y Y Y Y Y Y 1d6 250gp Sling Y Y Y Y Y -Y Y Y 1d4 2gp Smoothbore -Y Y --Y -2d4 150gp

ProficiencyTo-HitBonusDamageDelayStunHurlRange
N-1d4---
B-1d8---
S+11d8+2Y--
E+21d8+4Y--/5/10
M+41d8+6YY-/5/10
G+61d8+8YY5/10/15

Table 6-3: Axe, Battle vs Unarmed

OpponentsProficiencyTo-HitBonusDamageAC BonusDelayStunHurlRange
N-1d4----
B-1d8----
S+21d8+2-2vs2Y--
E+41d8+4-3vs2Y--/5/10
M+61d8+8-3vs3YY-/5/10
G+81d10+10-4vs4YY5/10/15

Axe, Battle

A battle axe is a two handed axe 2’-4’

in length, usually with a double blade or

a spike on the reverse of the blade.

Delay: When the wielder of a weapon with the delay ability hits an opponent with it, the opponent must make a

saving throw vs Paralysis or automatically lose initiative in the following round.

Stun: A weapon with the stun ability will stun any opponent it hits that is approximately the same size as the wielder of the weapon (or smaller) unless they make a saving throw vs Death Ray.

A stunned opponent cannot attack or cast spells and can only move at 1/3 normal speed. Stunned opponents also have a +2 penalty to armour class and a –2 penalty to all saving throws. A stunned character can make a saving throw vs Death Ray each round to shake off the stun.

Table 6-4: Axe, Hand vs Armed Opponents Table 6-6: Blackjack vs Armed Opponents Table 6-8: Blowgun, Small vs All Opponents Proficiency To-Hit BonusDamageThrow RangeProficiency To-Hit BonusDamageKnockoutProficiency To-Hit BonusDamagePoison SaveMissile Range N -1d3 10/20/30 N -1 -N -1 -+0 10/20/30 B -1d6 10/20/30 B -1d2 +0 B --+0

10/20/30 S +1 1d6+2 15/25/35 S +2 2d2 -1 S +2

--1 15/20/30 E +2 1d6+3 25/35/45 E +4 1d4+1 -2 E +4

--2 15/25/35 M +4 1d6+4 30/40/50 M +6 1d4+3 -3 M +6

--3 20/25/35 G +6 1d6+6 40/50/60 G +8 1d4+5 -4 G +8

--4 25/30/40 Table 6-5: Axe, Hand vs Unarmed Opponents Table 6-7: Blackjack vs Unarmed Opponents Blowgun, Small Small blowguns are tubes 1’-2’ in

length through which tiny darts are blown. Blowgun darts are too small to cause more than a scratch, but are an

effective means by which poison can be delivered. Small blowguns can be used in one hand. Poison Save: If the weapon with this ability is poisoned, the target takes

the listed penalty on their saving throws against the poison. Proficiency To-Hit BonusDamageAC Bonus Throw

RangeProficiency To-Hit BonusDamageKnockout N -1d3 -10/20/30 N -1 - B -1d6 -10/20/30 B -1d2 +0 S +2 1d6+2 -1 vs 1 15/25/35 S +1 2d2 -1 E +4 1d6+3 -2 vs 2 25/35/45 E +2 1d4+1

-2 M +6 2d4+4 -3 vs 3 30/40/50 M +4 1d6+1

-3 G +8 2d4+7 -3 vs 3 40/50/60 G +6 1d6+2

-4 Axe, Hand A hand axe is a one handed axe 1’-2’ in length, usually with a single blade. A hand axe is often thrown while its owner rushes towards melee range. BlackjackA blackjack, also known as a

cosh, is a small leather club usually filled with sand. Blackjacks are too soft to do

significant damage, but are very useful for temporarily knocking people unconscious without doing permanent damage. Knockout: Any target that the weapon hits may become delayed, stunned or knocked out depending on their hit dice or level compared to the

proficiency level of the weapon wielder. See table 6-73 for details. The target must make a saving throw vs Death Ray with a penalty based on the proficiency of the wielder when hit in order to avoid the effect. If this fails, the target

is affected as normal by the delay, stun or knock out. An enemy who is knocked out will be unconscious for 1d100 rounds before waking up.

Table 6-9: Blowgun, Large vs All Opponents Table 6-10: Bolas vs Armed Opponents Table 6-12: Bow, Long vs Armed Opponents Proficiency To-Hit BonusDamageAC Bonus StrangleStrangle Save Throw RangeProficiency To-Hit BonusDamageAC Bonus Delay Missile Range Proficiency To-Hit BonusDamagePoison SaveMissile Range N -1 -+0 20/25/30 N -1 —20/40/60 N -1

1d3 70/140/210 B +0 20/25/30 B -1d2 -20 -20/40/60 B

-1d6 70/140/210 S +2 1 20/25/30 S +2 1d3 -1 vs 1 20

-1 25/40/60 S +1 1d8+1 -1 vs 1 s/m

90/150/220 E +4 --2 25/30/40 E +4 1d3+1 -2 vs 2 19

-2 30/50/70 E +2 1d10+2 -2 vs 1 s/m

110/170/230 M +6 --3 30/35/40 M +6 1d3+2 -3 vs 3 18

-3 35/50/70 M +4 1d10+4 -2 vs 2 s/m

130/180/240 G +8 --4 30/40/50 G +8 1d3+3 -4 vs 3 17

-4 40/60/80 G +6 1d10+6 -2 vs 2 s/m

150/200/250 Blowgun, LargeLarge blowguns are tubes

2’-4’ in length through which tiny darts are blown. Blowgun darts are too small to cause more than a scratch, but are an effective means by which poison can be delivered. Large blowguns require two hands to fire them. Poison Save: If the weapon with this ability is poisoned, the target takes

the listed penalty on their saving throws against the poison. Table 6-11: Bolas vs Unarmed Opponents Table 6-13: Bow, Long vs Unarmed Opponents Proficiency To-Hit BonusDamageStrangleStrangle Save Throw RangeProficiency To-Hit BonusDamageDelay Missile Range N -1 --20/40/60 N -1 1d3 -70/140/210 B -1d2 20 -20/40/60 B -1d6 -70/140/210 S +1 1d3 20 -1 25/40/60 S +2 1d8+1 s/m

90/150/220 E +2 1d3+1 19 -2 30/50/70 E +4 1d10+2

s/m 110/170/230 M +4 1d3+2 18 -3 35/50/70 M +6 3d6 s/m

130/180/240 G +6 1d3+3 17 -4 40/60/80 G +8 4d4+2

s/m 150/200/250 Bolas A bolas is a set of weights (usually three) on the ends of connected ropes 3’-4’ in length. The bolas is whirled around and then thrown at the opponent in order to entangle or even strangle them. Strangle: If the wielder of the weapon rolls the number indicated or higher on the dice, before modifiers, and the

attack hits the target after modifiers, then

the target of the attack must make an

immediate saving throw vs Death Ray with the listed penalty or be paralysed and die after 1d6+2 rounds of

strangulation. Should the target be freed from strangulation, they will remain

paralysed for 2d6 rounds. If the wielder of the weapon does not roll the required numbers but still

hits the target, the target is affected as though the weapon were an entangling weapon with the same saving throw penalty. Bow, LongA long bow is a 4’-6’ bow,

either made from a single piece of wood or a composite of different woods. A long bow requires both hands to fire. Delay: When the wielder of a weapon with the delay ability hits an opponent with it, the opponent must make a

saving throw vs Paralysis or automatically lose initiative in the following round. Some ranged weapons can only delay opponents at listed ranges.

Table 6-14: Bow, Short vs Armed Opponents Table 6-16: Cestus vs Armed Opponents Table 6-18: Club vs Armed Opponents Proficiency To-Hit BonusDamageAC Bonus Delay Missile Range Proficiency To-Hit BonusDamageOff-HandProficiency To-Hit BonusDamageAC Bonus DeflectHurl Range N -1 1d3 50/100/150 N -1 -N -1d2 - B -1d6 50/100/150 B -1d3 Y B -1d4 - S +1 1d6+2 -1 vs 1 s 60/110/160 S +2

1d4+1 Y S +1 1d6+1 -1 vs 2 1 - E +2 1d6+4 -1 vs 2 s 80/130/170 E +4

2d4 Y E +2 1d6+3 -2 vs 2 1 -/15/25 M +4 1d4+6 -2 vs 2 s 90/130/180 M +6

2d4 Y M +4 1d4+5 -3 vs 3 2 -/15/25 G +6 1d6+7 -2 vs 2 s 110/140/190 G +8

3d4 Y G +6 1d4+6 -4 vs 4 2 10/25/40 Table 6-15: Bow, Short vs Unarmed Opponents Table 6-17: Cestus vs Unarmed Opponents Table 6-19: Club vs Unarmed Opponents Proficiency To-Hit BonusDamageDelay Missile Range Proficiency To-Hit BonusDamageOff-HandProficiency To-Hit BonusDamageAC Bonus DeflectHurl Range N -1 1d3 -50/100/150 N -1 -N -1d2 — B -1d6 -50/100/150 B -1d3 Y B -1d4 — S +2 1d6+2 s 60/110/160 S +1 1d4+1 Y S

+2 1d6+1 -1 vs 2 1 - E +4 1d6+4 s 80/130/170 E +2 2d4 Y E +4

1d6+3 -2 vs 2 1 -/15/25 M +6 1d8+6 s 90/130/180 M +4 1d4+3 Y M

+6 1d6+5 -3 vs 3 2 -/15/25 G +8 1d10+8 s 110/140/190 G +6 2d4+3 Y

G +8 1d6+6 -4 vs 4 2 10/25/40 Bow, Short A short bow is a 3’-4’ bow, either made from a single piece of wood or a composite of different woods. A short bow requires both hands to fire. Delay: When the wielder of a weapon with the delay ability hits an opponent with it, the opponent must make a

saving throw vs Paralysis or automatically lose initiative in the following round. Some ranged weapons can only delay opponents at listed ranges. Cestus A cestus is a spiked or bladed metal band that may either be worn around the hand or built into a gauntlet.

Although only a small weapon, it can be used without incurring off-hand

penalties. Off-Hand: A weapon with this ability does not suffer the normal to-hit and proficiency penalties when used in the wielder’s off hand. Club A club is a crude blunt weapon—little more than a roughly shaped piece of wood—that can be used in one hand.

Table 6-20: Crossbow, Heavy vs Armed Opponents Table 6-22: Crossbow, Light vs Armed Opponents Table 6-24: Dagger vs Armed Opponents Proficiency To-Hit BonusDamageStunMissile Range Proficiency To-Hit BonusDamageStunMissile Range Proficiency To-Hit BonusDamageAC Bonus Double Damage Throw Range N -1 1d4 -80/160/240 N -1 1d3 -

60/120/180 N -1d2 --10/20/30 B -2d4 -80/160/240 B -1d6 -60/120/180 B

-1d4 --10/20/30 S +2 2d6 s/m 90/160/240 S +2 1d6+2 s

60/120/180 S +2 1d6 -1 vs 1 20 15/25/35 E +4 2d6+2 s/m 100/170/240 E +4 1d6+4 s

75/130/180 E +4 2d4 -2 vs 2 19 20/30/45 M +6 3d6+2 s/m 110/170/240 M +6 1d8+6 s

75/130/180 M +6 3d4 -2 vs 2 18 25/35/50 G +8 4d4+4 s/m 120/180/240 G +8 1d6+7 s

90/140/180 G +8 4d4 -3 vs 3 17 30/50/60 Table 6-21: Crossbow, Heavy vs Unarmed Opponents Table 6-23: Crossbow, Light vs Unarmed Opponents Table 6-25: Dagger vs Unarmed Opponents Proficiency To-Hit BonusDamageAC Bonus StunMissile Range Proficiency To-Hit BonusDamageAC Bonus StunMissile Range Proficiency To-Hit BonusDamageDouble Damage Throw Range N -1 1d4 80/160/240 N -1 1d3

60/120/180 N -1d2 -10/20/30 B -2d4 80/160/240 B -1d6 60/120/180

B -1d4 -10/20/30 S +1 2d6 -1 vs 1 s/m 90/160/240 S +1

1d6+2 -1 vs 1 s 60/120/180 S +1 1d6 20

15/25/35 E +2 2d6+2 -2 vs 2 s/m 100/170/240 E +2

1d6+4 -2 vs 2 s 75/130/180 E +2 2d4 19

20/30/45 M +4 1d12+4 -3 vs 2 s/m 110/170/240 M

+4 1d4+6 -3 vs 2 s 75/130/180 M +4

2d4+2 18 25/35/50 G +6 1d10+6 -3 vs 3 s/m 120/180/240 G

+6 2d4+5 -3 vs 3 s 90/140/180 G +6

3d4+1 17 30/50/60 Crossbow, Heavy A heavy crossbow is a large two- handed missile weapon. It has powerful metal arms and a string that is pulled back using a crank. Stun: A weapon with the stun ability will stun any opponent it hits that is approximately the same size as the wielder of the weapon (or smaller) unless they make a saving throw vs Death Ray. Some ranged weapons can only stun opponents at listed ranges. A stunned opponent cannot attack or cast spells and can only move at 1/3 normal speed. Stunned opponents also have a +2 penalty to armour class and a –2 penalty to all saving throws. A stunned character can make a saving throw vs Death Ray each round to shake off the stun. Crossbow, Light A light crossbow is a medium sized missile weapon, although it still needs two hands to wield. It has powerful metal arms and a string that is pulled back using a lever. Stun: A weapon with the stun ability will stun any opponent it hits that is approximately the same size as the wielder of the weapon (or smaller) unless they make a saving throw vs Death Ray. Some ranged weapons can only stun opponents at listed ranges. A stunned opponent cannot attack or cast spells and can only move at 1/3 normal speed. Stunned opponents also have a +2 penalty to armour class and a –2 penalty to all saving throws. A stunned character can make a saving throw vs Death Ray each round to shake off the stun. DaggerA dagger is a short light blade

which is 18” long or less. Daggers are popular weapons because their small size makes them easy to conceal and they can be either thrown or used in melee. Double Damage: If the wielder of the weapon rolls the number indicated or higher on the dice, before modifiers,

and the attack hits the target after modifiers,

then the attack does double the normal amount of damage.

Table 6-26: Halberd vs Armed Opponents Table 6-28: Hammer, Throwing vs Armed Opponents Table 6-30: Hammer, War vs Armed Opponents Proficiency To-Hit BonusDamageAC Bonus HookDeflect Disarm Proficiency To-Hit BonusDamageStunThrow RangeProficiency To-Hit BonusDamageHurl Range N -1d5 —-N -1d2 -10/20/30 N -1d3 - B -1d10 -+0 -+0 B -1d4 -10/20/30 B -1d6

- S +2 1d10+3 -1 vs 1 -1 -+0 S +1 1d4+2

s/m 10/20/30 S +2 1d6+2 - E +4 1d10+5 -2 vs 1 -2 1 +0 E +2 1d6+2

s/m 20/30/45 E +4 1d8+2 -/10/20 M +6 1d8+10 -2 vs 2 -3 1 +0 M +4 1d4+4

s/m 20/40/45 M +6 1d8+5 -/10/20 G +8 1d6+15 -3 vs 2 -4 2 +0 G +6 1d4+6

s/m 30/50/60 G +8 1d8+7 10/20/30 Table 6-27: Halberd vs Unarmed Opponents Table 6-29: Hammer, Throwing vs Unarmed Opponents Table 6-31: Hammer, War vs Unarmed Opponents Proficiency To-Hit BonusDamageHookDeflectDisarm Proficiency To-Hit BonusDamageAC Bonus StunThrow RangeProficiency To-Hit BonusDamageAC Bonus Hurl Range N -1d5 —N -1d2 10/20/30 N -1d3 B -1d10 +0 -+0 B -1d4 --10/20/30 B -1d6

-- S +1 1d10+3 -1 -+0 S +2 1d4+2 -1 vs 2

s/m 10/20/30 S +1 1d6+2 -2 vs 2 - E +2 1d10+5 -2 1 +0 E +4 1d6+2 -2 vs 3

s/m 20/30/45 E +2 1d8+2 -3 vs 3 -/10/20 M +4 1d8+8 -3 1 +0 M +6 1d6+4 -3 vs 4

s/m 20/40/45 M +4 1d6+4 -4 vs 3 -/10/20 G +6 1d6+12 -4 2 +0 G +8 1d6+6 -4 vs 5

s/m 30/50/60 G +6 1d6+7 -5 vs 4

10/20/30 Halberd A halberd is a large pole-arm 6’ to 8’

in length, the head of which has a long spike with an axe blade on one side and a hook on the reverse side. Disarm: The wielder of a weapon with the disarm ability can choose to try to disarm their opponent instead of doing damage. The character’s player must announce that a disarm attempt is being made before rolling any dice for the attack. If the attack hits then the

target must make a Dexterity Check (see

Chapter 5: Ability Checks & Skills) with the

listed penalty to their effective dexterity or drop their weapon. Hook: The wielder of a weapon with the hook ability can choose to try to hook their opponent and trip them instead of attacking for damage. The character’s player must announce that a hook attempt is being made before rolling any dice for the attack. If the attack hits, the weapon causes only minimum damage and the target must make a saving throw vs Paralysis or

fall prone. Hammer, ThrowingA throwing hammer is a

one handed hammer from 18” to 2’ in length that is weighted for throwing. Despite the name, it can also be used in melee. Stun: A weapon with the stun ability will stun any opponent it hits that is approximately the same size as the wielder of the weapon (or smaller) unless they make a saving throw vs Death Ray. Some ranged weapons can only stun opponents at listed ranges. A stunned opponent cannot attack or cast spells and can only move at 1/3 normal speed. Stunned opponents also have a +2 penalty to armour class and a –2 penalty to all saving throws. A stunned character can make a saving throw vs Death Ray each round to shake off the stun. Hammer, War A war hammer is a large one handed hammer, usually 2’ to 3’ in length. The head of a war hammer is often

symmetrical to aid in balance.

Table 6-32: Javelin vs Armed Opponents Table 6-34: Lance vs Armed Opponents Table 6-36: Mace vs Armed Opponents Proficiency To-Hit BonusDamageThrow RangeProficiency To-Hit BonusDamageCharge Proficiency To-Hit BonusDamageAC Bonus Hurl Range N -1d3 30/60/90 N -1d5 Y N -1d3 -- B -1d6 30/60/90 B -1d10 Y B -1d6 -- S +2 1d6+2 30/60/90 S +1 1d10+3 Y S +2

2d4 -1 vs 1 - E +4 1d6+4 40/80/120 E +2 1d10+7 Y E +4

2d4+2 -2 vs 2 -/10/20 M +6 1d6+6 40/80/120 M +4 1d8+10 Y M +6

2d4+4 -3 vs 3 -/10/20 G +8 1d6+9 50/100/150 G +6 1d6+12 Y G

+8 2d4+6 -4 vs 3 10/20/30 Table 6-33: Javelin vs Unarmed Opponents Table 6-35: Lance vs Unarmed Opponents Table 6-37: Mace vs Unarmed Opponents Proficiency To-Hit BonusDamageThrow RangeProficiency To-Hit BonusDamageAC Bonus Charge Proficiency To-Hit BonusDamageHurl Range N -1d3 30/60/90 N -1d5 -Y N -1d3 - B -1d6 30/60/90 B -1d10 -Y B -1d6 - S +1 1d6+2 30/60/90 S +2 1d10+3 -2 vs 1

Y S +2 2d4 - E +2 1d6+4 40/80/120 E +4 1d10+7 -3 vs

1 Y E +4 2d4+2 -/10/20 M +4 1d4+6 40/80/120 M +6 1d8+12 -3 vs

2 Y M +6 2d4+4 -/10/20 G +6 1d4+8 50/100/150 G +8 1d8+16 -4 vs

2 Y G +8 2d4+6 10/20/30 Javelin A javelin is a light one-handed

throwing spear. Although primarily used as a thrown weapon, it can also be used in melee. Lance A lance is an extremely long spear, 9’

to 12’ long. It is too unwieldy to use on foot, and can only be used when mounted—in which case it can be used in one hand despite its length. Charge: When a weapon with the charge ability is used after the

wielder’s mount has charged 20’ or more in the round, the weapon does double the normal amount of damage. Mace A mace is a one handed melee weapon consisting of a 2’-3’ long shaft with a heavy metal head. The head can be smooth (round or pear shaped), can contain flanges or studs, or can even

be sculpted into the shape of a fist or

skull or other roundish object.

Table 6-38: Net vs Armed Opponents Table 6-40: Pike vs Armed Opponents Table 6-42: Pistol vs Armed Opponents Proficiency To-Hit BonusDamageAC Bonus Entangle Throw RangeProficiency To-Hit BonusDamageAC Bonus Deflect Set Proficiency To-Hit BonusDamageDelay Missile Range N —+0 10/20/30 N -1d5 —N -1 1d3 -

50/100/150 B —+0 10/20/30 B -1d10 --Y B -1d6 -

50/100/150 S +1 --2 vs 1 +1 15/25/35 S +2 1d12+2

-2 vs 1 1 Y S +2 1d8+1 s/m 60/110/160 E +2 --4 vs 2 +2 20/30/40 E +4 1d12+5

-2 vs 2 1 Y E +4 1d10+2 s/m 80/130/170 M +4 --6 vs 3 +2 25/35/45 M +6 1d12+9

-3 vs 2 2 Y M +6 3d6 s/m 90/130/180 G +6 --8 vs 4 +3 30/40/50 G +8 1d10+14

-3 vs 3 2 Y G +8 4d4+2 s/m 110/140/190 Table 6-39: Net vs Unarmed Opponents Table 6-41: Pike vs Unarmed Opponents Table 6-43: Pistol vs Unarmed Opponents Proficiency To-Hit BonusDamageAC Bonus Entangle Throw RangeProficiency To-Hit BonusDamageDeflect Set Proficiency To-Hit BonusDamageDelay Missile Range N —+0 10/20/30 N -1d5 --N -1 1d3 -

50/100/150 B —+0 10/20/30 B -1d10 -Y B -1d6 -

50/100/150 S +2 --2 vs 1 +1 15/25/35 S +1 1d12+2 1

Y S +1 1d8+1 s/m 60/110/160 E +4 --4 vs 2 +2 20/30/40 E +2 1d12+5 1

Y E +2 1d10+2 s/m 80/130/170 M +6 --6 vs 3 +4 25/35/45 M +4 1d10+8 2

Y M +4 1d10+4 s/m 90/130/180 G +8 --8 vs 4 +6 30/40/50 G +6 1d8+10 2

Y G +6 1d10+6 s/m 110/140/190 Net Nets designed for use in combat are generally 6’ to 9’ in diameter, and

usually have small weights around their edge to hold them open when they are flung. This arrangement lets them be thrown one-handed if held in their centre. Nets do no damage to opponents in combat, but are excellent defensive weapons. Entangle: Any target that the weapon hits may become delayed, slowed or entangled depending on their hit dice or level compared to the proficiency level of the weapon wielder. See table 6-72 for details. The target must make a saving throw vs Death Ray with a penalty based on the proficiency of the wielder when first hit in order

to avoid the effect. If this fails, the

target is affected but may repeat the saving throw each round until they make it, at which point they are no longer

affected. An entangled target cannot attack, cast spells, or move. Pike A pike is an extremely long spear, 7’

to 15’ long. It can only be wielded using two hands. Set: The wielder of this weapon may brace it against a charging foe. The wielder automatically gains initiative over the charging foe, and if they hit then they do double normal damage. Pistol A pistol is a short gun, 9” to 12”

long. It can be fired using only one hand,

but needs both hands to reload. Pistols require both red powder and bullets to load. See Chapter 8:

Equipping for Adventure for more details about

red powder. Delay: When the wielder of a weapon with the delay ability hits an opponent with it, the opponent must make a

saving throw vs Paralysis or automatically lose initiative in the following round. Some ranged weapons can only delay opponents at listed ranges.

Table 6-44: Poleaxe vs Armed Opponents Table 6-46: Shield, Horned vs All Opponents Table 6-47: Shield, Knife vs All Opponents Proficiency To-Hit BonusDamageAC Bonus Deflect Proficiency To-Hit BonusDamageAC Bonus Off-HandProficiency To-Hit BonusDamageAC Bonus Off-HandBreakable N -1d5 N -1 -Y N -1d2 -Y Y B -1d10 B -1d2 -1 vs 1 Y B -1d4+1 -1

Y Y S +2 1d10+3 -1 vs 1 1 S +2 2d2 -1 vs 1

Y S +2 1d6+1 -1 Y Y E +4 1d10+6 -2 vs 1 1 E +4 1d4+1 -1 vs

2 Y E +4 2d4+1 -2 Y Y M +6 1d10+10 -2 vs 2 2 M +6 1d4+3 -1 vs

4 Y M +6 3d4 -2 Y Y G +8 1d8+16 -3 vs 2 2 G +8 1d4+5 -1 vs

6 Y G +8 4d4 -2 Y Y Table 6-45: Poleaxe vs Unarmed Opponents Shield, Horned A horned shield is a small (1’) buckler (strap-on shield) with a horn, spike or blade protruding from the centre at right angles to the shield. It is

primarily used for attacking, and does not

provide a normal shield bonus; only an AC bonus based on proficiency level. Off-Hand: A weapon with this ability does not suffer the normal to-hit and proficiency penalties when used in the wielder’s off hand. Shield, Knife A knife shield is a small (1’) buckler (strap-on shield) with a knife blades protruding from either side, at right angles to the arm. It is primarily used for attacking, and does not provide a normal shield bonus; only an AC bonus based on proficiency level. Off-Hand: A weapon with this ability does not suffer the normal to-hit and proficiency penalties when used in the wielder’s off hand. Breakable: A breakable shield weapon is more fragile than a normal weapon and has a chance of breaking when used. Whenever the character using it rolls the exact number needed to hit an enemy or an enemy rolls the exact number needed to hit the character, there is a chance that the shield

weapon will break. The Game Master should roll a d10, add the magical bonus of the shield weapon itself and subtract the magical bonus of the weapon (if any) that struck it. If the modified total is 5

or less, then the shield weapon has

broken. When broken, it will still provide its armour class bonus, but can no longer be used to make attacks. Proficiency To-Hit BonusDamageDeflect N -1d5 - B -1d10 - S +1 1d10+3 1 E +2 1d10+6 1 M +4 1d10+8 2 G +6 1d8+12 2 Poleaxe A poleaxe consists of an axe blade (usually single sided, but occasionally double sided) with a 6’ to 8’ long

shaft. It is wielded in both hands like a

large two-handed axe.

Table 6-48: Shield, Sword vs All Opponents Table 6-49: Shield, Tusked vs All Opponents Table 6-50: Sling vs Armed Opponents Proficiency To-Hit BonusDamageAC Bonus Off-HandBreakable Proficiency To-Hit BonusDamageAC Bonus Two

AttacksBreakable Proficiency To-Hit BonusDamageAC Bonus StunMissile Range N -1d2+1 -Y Y N -1d2 -Y Y N -1 1d2 --

40/80/160 B -1d4+2 -1 vs 2 Y Y B -1d4+1 -1 Y Y B

-1d4 --40/80/160 S +2 1d6+3 -1 vs 2 Y Y S +2 1d6+2 -2 Y

Y S +2 1d6 -1 vs 2 s/m 40/80/160 E +4 1d6+4 -2 vs 3 Y Y E +4 2d4+2 -2 Y

Y E +4 2d4 -2 vs 3 s/m 60/110/170 M +6 1d6+7 -2 vs 3 Y Y M +6 2d4+4 -3 Y

Y M +6 3d4 -3 vs 3 s/m 60/110/170 G +8 1d6+9 -3 vs 4 Y Y G +8 2d4+6 -3 Y

Y G +8 4d4 -4 vs 4 s/m 80/130/180 Shield, Sword A sword shield is a medium sized (1’) buckler (strap-on shield) with a sword or spear blade protruding from the end, parallel to the wielder’s arm so that

it sticks out from behind their hand. It

is primarily used for attacking, and does not provide a normal shield bonus; only an AC bonus based on proficiency level. Off-Hand: A weapon with this ability does not suffer the normal to-hit and proficiency penalties when used in the wielder’s off hand. Breakable: A breakable shield weapon is more fragile than a normal weapon and has a chance of breaking when used. Whenever the character using it rolls the exact number needed to hit an enemy or an enemy rolls the exact number needed to hit the character, there is a chance that the shield

weapon will break. The Game Master should roll a d10, add the magical bonus of the shield weapon itself and subtract the magical bonus of the weapon (if any) that struck it. If the modified total is 5

or less, then the shield weapon has

broken. When broken, it will still provide its armour class bonus, but can no longer be used to make attacks. Shield, Tusked A tusked shield is a large hold-out shield, with spikes all around the edge and a spike protruding from the centre. This heavy shield must be used in two hands, and it does not provide a normal shield bonus; only an AC bonus based on proficiency level. Two Attacks: Weapons with this ability can be used to attack twice each round, as if the attacks were made by a primary hand and off hand weapon, but without the normal off hand

penalties to their to-hit rolls and proficiency level. Breakable: A breakable shield weapon is more fragile than a normal weapon and has a chance of breaking when used. Whenever the character using it rolls the exact number needed to hit an enemy or an enemy rolls the exact number needed to hit the character, there is a chance that the shield

weapon will break. The Game Master should roll a d10, add the magical bonus of the shield weapon itself and subtract the magical bonus of the weapon (if any) that struck it. If the modified total is 5

or less, then the shield weapon has

broken. When broken, it will still provide its armour class bonus, but can no longer be used to make attacks. Table 6-51: Sling vs Unarmed Opponents Proficiency To-Hit BonusDamageStunMissile Range N -1 1d2 -40/80/160 B -1d4 -40/80/160 S +1 1d6 s/m 40/80/160 E +2 2d4 s/m 60/110/170 M +4 1d8+2 s/m 60/110/170 G +6 1d10+2 s/m 80/130/180 Sling A sling is a long (4’ to 6’) leather

cord with a pouch half way along. The wielder straps one end of the cord around their wrist and holds the other end in the same hand. They then place a stone in the pouch and swing the cord over their head. At the mid-point of the swing, they let go of the loose end, which releases the stone. Stun: A weapon with the stun ability will stun any opponent it hits that is approximately the same size as the wielder of the weapon (or smaller) unless they make a saving throw vs Death Ray. Some ranged weapons can only stun opponents at listed ranges. A stunned opponent cannot attack or cast spells and can only move at 1/3 normal speed. Stunned opponents also have a +2 penalty to armour class and a –2 penalty to all saving throws. A stunned character can make a saving throw vs Death Ray each round to shake off the stun.

Table 6-52: Smoothbore vs Armed Opponents Table 6-54: Spear vs All

Opponents Table 6-55: Staff vs All

Opponents Proficiency To-Hit BonusDamageStunMissile Range Proficiency To-Hit BonusDamageSet StunThrow

RangeProficiency To-Hit BonusDamageAC Bonus Deflect N -1 1d4 -80/160/240 N -1d3 --20/40/60

N -1d3 -- B -2d4 -80/160/240 B -1d6 Y -20/40/60 B

-1d6 -- S +1 2d6 s/m 90/160/240 S +2 1d6+2 Y -

20/40/60 S +2 1d6+2 -1 vs 2 1 E +2 2d6+2 s/m 100/170/240 E +4 2d4+2 Y

Y 40/60/75 E +4 1d8+2 -2 vs 3 2 M +4 1d12+4 s/m 110/170/240 M +6 2d4+4

Y Y 40/60/75 M +6 1d8+5 -3 vs 3 3 G +6 1d10+6 s/m 120/180/240 G +8 2d4+6

Y Y 60/75/80 G +8 1d8+7 -4 vs 4 4 Table 6-53: Smoothbore vs Unarmed Opponents Spear A spear is a 5’ to 7’ long shaft with a stabbing blade on the end. Despite its length, a spear is a well balanced weapon and can either be used in melee one-handed or thrown. Set: The wielder of this weapon may brace it against a charging foe. The wielder automatically gains initiative over the charging foe, and if they hit then they do double the normal damage. Stun: A weapon with the stun ability will stun any opponent it hits that is approximately the same size as the wielder of the weapon (or smaller) unless they make a saving throw vs Death Ray. Some ranged weapons can only stun opponents at listed ranges. A stunned opponent cannot attack or cast spells and can only move at 1/3 normal speed. Stunned opponents also have a +2 penalty to armour class and a –2 penalty to all saving throws. A stunned character can make a saving throw vs Death Ray each round to shake off the stun. Staff A staff is one of the most simple

weapons. It consists of just a length of wood 5’ to 7’ in length, which is wielded in two hands. Deflect: If a number is listed for this ability, the wielder of the weapon can attempt to deflect a number of incoming attacks equal to this number by making a saving throw vs Death Ray against each of them. A successful

saving throw means that the attack is

deflected and the character takes no damage. The character can decide which attacks to try to deflect, so they can save the attempts for use against a tougher

opponent who is attacking later in the round rather than having to use them against a weak opponent who happens to be attacking first. However, the character must announce which attacks they wish to try to deflect against

before attacks are rolled. These deflection attempts must be used against attacks coming from opponents of the relevant type, regardless of

what type of opponent the character is

attacking. For example, a character who is skilled with a normal sword gets a deflection attempt against one attack from an armed opponent per round, even if the character is actually

attacking an unarmed opponent. When a character uses two weapons in combat, the deflection attempts given by each weapon do not stack. The character gets to use a number of

attempts equal to the higher number granted by either of the weapons. Proficiency To-Hit BonusDamageAC Bonus StunMissile Range N -1 1d4 80/160/240 B -2d4 80/160/240 S +2 2d6 -1 vs 1 s/m 90/160/240 E +4 2d6+2 -2 vs 2 s/m 100/170/240 M +6 3d6+2 -3 vs 2 s/m 110/170/240 G +8 4d4+4 -3 vs 3 s/m 120/180/240 Smoothbore A smoothbore is a long gun, 3’ to 5’ long. It requires two hands to both

fire and reload. Smoothbores require both red powder and bullets to load. See Chapter 8: Equipping for Adventure for more

details about red powder. Stun: A weapon with the stun ability will stun any opponent it hits that is approximately the same size as the wielder of the weapon (or smaller) unless they make a saving throw vs Death Ray. Some ranged weapons can only stun opponents at listed ranges. A stunned opponent cannot attack or cast spells and can only move at 1/3 normal speed. Stunned opponents also have a +2 penalty to armour class and a –2 penalty to all saving throws. A stunned character can make a saving throw vs Death Ray each round to shake off the stun.

Table 6-56: Sword, Bastard (One Handed) vs Armed Opponents Table 6-58: Sword, Bastard (Two Handed) vs Armed Opponents Table 6-60: Sword, Normal vs Armed Opponents Proficiency To-Hit BonusDamageAC Bonus Deflect Proficiency To-Hit BonusDamageAC Bonus Deflect Hurl Range Proficiency To-Hit BonusDamageAC Bonus Deflect Disarm Hurl Range N -1d3 N -1d4 -N -1d4 —- B -1d6+1 B -1d8+1 -B -1d8 —- S +2 1d6+3 -1 vs 1 -S +2 1d8+3 -1 -S +2

1d12 -2 vs 1 1 +0 - E +4 1d6+5 -2 vs 2 1 E +4 1d8+5 -1 vs 1

1 -/-/5 E +4 2d8 -2 vs 2 2 -1 -/5/10 M +6 1d8+8 -3 vs 2 1 M +6 1d10+8 -2 vs

2 2 -/-/5 M +6 2d8+4 -3 vs 3 2 -2

-/5/10 G +8 1d8+10 -4 vs 3 2 G +8 1d12+10 -3

vs 2 3 -/5/10 G +8 2d6+8 -4 vs 3 3 -4

5/10/15 Table 6-57: Sword, Bastard (One Handed) vs Unarmed Opponents Table 6-59: Sword, Bastard (Two Handed) vs Unarmed Opponents Table 6-61: Sword, Normal vs Unarmed Opponents Proficiency To-Hit BonusDamageDeflect Proficiency To-Hit BonusDamageDeflectHurl Range Proficiency To-Hit BonusDamageDeflectDisarmHurl Range N -1d3 -N -1d4 N -1d4 - B -1d6+1 -B -1d8+1 B -1d8 - S +1 1d6+3 -S +1 1d8+3 1 -S +1 1d12 1

+0 - E +2 1d6+5 1 E +2 1d8+5 1 -/-/5 E +2

2d8 2 -1 -/5/10 M +4 1d6+7 1 M +4 1d8+7 2 -/-/5 M +4

2d6+4 2 -2 -/5/10 G +6 1d6+8 2 G +6 1d10+8 3 -/5/10 G +6

2d4+8 3 -4 5/10/15 Sword, Bastard (One Handed) A bastard sword, also known as a longsword, is a sword with a long (3’

to 4’) narrow blade that is used either

one- handed or two-handed. The same weapon proficiency covers both forms of usage. Sword, Bastard (Two Handed) A bastard sword, also known as a longsword, is a sword with a long (3’

to 4’) narrow blade that is used either

one- handed or two-handed. The same weapon proficiency covers both forms of usage. Sword, Normal A normal sword is a one-handed sword with a straight or curved blade 2’ to

3’ long. This category of sword

encompasses a variety of different styles of sword, ranging from scimitars to broadswords and even rapiers. Disarm: The wielder of a weapon with the disarm ability can choose to try to disarm their opponent instead of

attacking for damage. The character’s player must announce that a disarm attempt is being made before rolling any dice for the attack. If the attack

hits then the target of the attack must make a Dexterity Check (see Chapter 5:

Ability Checks & Skills) with the listed

penalty to their effective dexterity or drop

their weapon.

Table 6-62: Sword, Short vs Armed Opponents Table 6-64: Sword, Two-Handed vs Armed Opponents Table 6-66: Trident vs Armed Opponents Proficiency To-Hit BonusDamageAC Bonus Deflect Disarm Hurl Range Proficiency To-Hit BonusDamageStunDeflect Proficiency To-Hit BonusDamageSkewer Throw Range N -1d3 —-N -1d5 N -1d3 -10/20/30 B -1d6 B -1d10 B -1d6 -10/20/30 S +2 1d6+2 -1 vs 1 1 -1 -S +1 2d6+1 Y 1

S +1 1d8+1 4HD 10/20/30 E +4 1d6+4 -2 vs 2 2 -2 -/10/20 E +2

2d8+2 Y 2 E +2 1d8+4 7HD 20/30/45 M +6 1d6+7 -2 vs 3 3 -4 -/10/20 M +4

2d8+3 Y 2 M +4 1d6+6 10HD 20/30/45 G +8 1d6+9 -3 vs 4 3 -6 10/20/30 G +6

3d6+2 Y 3 G +6 1d4+8 15HD 30/45/60 Table 6-63: Sword, Short vs Unarmed Opponents Table 6-65: Sword, Two-Handed vs Unarmed Opponents Table 6-67: Trident vs Unarmed Opponents Proficiency To-Hit BonusDamageDeflectDisarmHurl Range Proficiency To-Hit BonusDamageStunDeflect Proficiency To-Hit BonusDamageSkewer Throw Range N -1d3 —N -1d5 N -1d3 -10/20/30 B -1d6 -B -1d10 --B -1d6 -10/20/30 S +1 1d6+2 1 -1 -S +2 2d6+1 Y 1 S +2

1d8+1 4HD 10/20/30 E +2 1d6+4 2 -2 -/10/20 E +4 2d8+2 Y 2

E +4 1d8+4 7HD 20/30/45 M +4 1d4+7 3 -4 -/10/20 M +6 3d6+3 Y 2

M +6 1d8+6 10HD 20/30/45 G +6 1d4+9 3 -6 10/20/30 G +8 3d6+6 Y 3

G +8 1d6+9 15HD 30/45/60 Sword, Short A short sword is a sword with a

straight 18” to 2’ blade. Primarily used as a stabbing rather than slashing weapon, this small blade can be used in one hand. Disarm: The wielder of a weapon with the disarm ability can choose to try to disarm their opponent instead of

attacking for damage. The character’s player must announce that a disarm attempt is being made before rolling any dice for the attack. If the attack

hits then the target of the attack must make a Dexterity Check (see Chapter 5:

Ability Checks & Skills) with the listed

penalty to their effective dexterity or drop

their weapon. Sword, Two-Handed A two-handed sword, sometimes known as a greatsword, is a large and heavy sword with a 4’ to 5’ blade. It

is always used in two hands. Stun: A weapon with the stun ability will stun any opponent it hits that is approximately the same size as the wielder of the weapon (or smaller) unless they make a saving throw vs Death Ray. Some ranged weapons can only stun opponents at listed ranges. A stunned opponent cannot attack or cast spells and can only move at 1/3 normal speed. Stunned opponents also have a +2 penalty to armour class and a –2 penalty to all saving throws. A stunned character can make a saving throw vs Death Ray each round to shake off the stun. Trident A trident is a short (4’ to 6’) spear which is split at the end into three tines, like a fork. Each tine is

usually barbed. A trident is used in one hand either in melee or as a thrown weapon, and is often used as a fishing spear, since the barbs on the points can lift the fish out of the water when the

trident is withdrawn. Skewer: If the weapon hits an opponent with the listed number of hit dice (or levels) or less, the opponent may

be skewered if the attacker so chooses. The attacker must let go of the weapon, and it remains caught in the opponent for 1d4+4 rounds, doing 1d6 damage each round. If the opponent spends a round removing the weapon, they take double damage that round but are then free of the weapon.

Table 6-68: Unarmed Strikes vs Armed Opponents

Proficiency To-Hit BonusDamage* KnockoutOff-Hand N -1 -- B -1 +0 - S +2 1d3 +0 - E +4 1d4+1 -1 Y M +6 2d4 -3 Y G +8 3d4 -5 Y

Proficiency To-Hit BonusDamage* KnockoutOff-Hand N -1 -- B -1 +0 - S +1 1d3 +0 - E +2 1d4+1 -1 Y M +4 1d4+1 -3 Y G +6 2d4+1 -5 Y

Unarmed strikes include boxing, street fighting and other martial arts.

Unarmed attacks are considered to be one- handed attacks for purposes of mixing them with other attacks, although they may actually include strikes using

other parts of the body.

Any character can learn unarmed

fighting, although mystic characters know special combat techniques and may choose strike to kill rather than

striking to stun. If they strike to kill, they

do increased damage listed on table 4-8 instead of the damage listed here. A mystic striking to kill does not roll

for knockout chances, and gets the number of attacks listed on table 4-8 rather

than making off-hand attacks. The mystic must decide which form of attack they are using before rolling for

initiative.

Example: Brother Karne is a 10th level

mystic with Master level proficiency with

unarmed strikes, and is fighting an ogre who is

armed with a large club.

Each round he has a choice between

striking twice to stun (using an off-hand attack

with no penalty) with a chance to knock the

ogre out, and he will do 2d4 damage; or striking

three times to kill, in which case he will do

2d10 damage but have no chance to knock the

ogre out. In either case, he will get a +6

bonus to hit the ogre since the ogre is armed.

Knockout: Any target that the unarmed strike hits may become delayed, stunned or knocked out depending on their hit dice or level compared to the proficiency level of the striker. See

table 6-73 for details. The target must make

a saving throw vs Death Ray with a

penalty based on the proficiency of the striker when hit in order to avoid the effect. If this fails, the target is

affected as normal by the delay, stun or knock out. An enemy who is knocked out will be unconscious for 1d100 rounds before waking up.

Table 6-70: Whip vs Armed Opponents

Proficiency To-Hit BonusDamageEntangle N -1 - B -1d2 +0 S +1 1d4 -1 E +2 1d4+1 -2 M +4 1d3+2 -3 G +6 1d3+3 -4

Table 6-71: Whip vs Unarmed Opponents

Proficiency To-Hit BonusDamageAC Bonus Entangle N -1 -- B -1d2 -+0 S +2 1d4 -2 vs 2 -1 E +4 1d4+1 -3 vs 3 -2 M +6 1d4+3 -4 vs 3 -3 G +8 1d4+5 -4 vs 4 -4

Whip

A whip is a woven leather cord from 5’ to 15’ in length that is used in one hand. Whips do little damage, and are more often used for corporal punishment than for serious combat.

Entangle: Any target that the weapon hits may become delayed, slowed or entangled depending on their hit dice or level compared to the proficiency level of the weapon wielder. See table

667 for details. The target must make a saving throw vs Death Ray with a

penalty based on the proficiency of the wielder when first hit in order to

avoid the effect. If this fails, the target

is affected but may repeat the saving throw each round until they make it, at which point they are no longer affected.

An entangled target cannot attack, cast spells, or move.

Weapon Abilities

The various weapon abilities listed on the previous tables are described

below.

AC Bonus: When using the weapon, a character gains the listed armour class bonus against the given number of incoming attacks each round. For

example, an entry of “-2 vs 3” means that the wielder of the weapon gains a –2 bonus to their armour class against three incoming attacks. The character can decide which attacks to use the bonus against so they can save the

bonus for use against a tougher opponent who is attacking later in the round rather than having to use them against a weak opponent who happens to be attacking first. However, the character must announce which attacks they wish to use the bonus against before attacks are rolled.

These armour class bonuses must be used against attacks coming from

opponents of the relevant type, regardless of what type of opponent the character is attacking. For example, a character who is skilled with a normal sword gets a –2 AC bonus against one attack from an armed opponent per round, even if the character is actually attacking an unarmed opponent.

When a character uses two weapons in combat, they get whichever AC bonus is most beneficial against each

incoming attack. The bonuses do not stack.

Example: Black Leaf is wielding a

normal sword in her main hand and a club in

her off hand. She has expert proficiency with

each weapon, although because the club is in

her off hand it counts as having only skilled

proficiency.

The sword gives her –2 AC vs 2 attacks

by armed opponents. The club gives her –1

AC vs 2 attacks by armed opponents and –1

AC vs 2 attacks by unarmed opponents.

The bonuses against armed opponents

don’t stack, so each round Black Leaf has a

total of –2 AC against two attacks by armed

opponents and –1 AC against two attacks by unarmed opponents.

Breakable: A breakable shield weapon is more fragile than a normal weapon and has a chance of breaking when used.

Whenever the character using it

rolls the exact number needed to hit an enemy or an enemy rolls the exact number needed to hit the character, there is a chance that the shield weapon will break.

The Game Master should roll a

d10, add the magical bonus of the shield weapon itself and subtract the magical bonus of the weapon (if any) that struck it. If the modified total is 5 or less, then the shield weapon has broken. When broken, it will still provide its armour class bonus,

but can no longer be used to make attacks.

Charge: When a weapon with the charge ability is used after the

wielder’s mount has charged 20’ or more in the round, the weapon does double the normal amount of damage.

Deflect: If a number is listed for this ability, the wielder of the weapon can attempt to deflect a number of incoming attacks equal to this number by making a saving throw vs Death Ray against each of them. A successful

saving throw means that the attack is

deflected and the character takes no damage.

The character can decide which attacks to try to deflect, so they can save the attempts for use against a tougher

opponent who is attacking later in the

round rather than having to use them against a weak opponent who happens to be attacking first. However, character must announce which attacks they wish to try to deflect against

before attacks are rolled.

These deflection attempts must be used against attacks coming from opponents of the relevant type, regardless of

what type of opponent the character is

attacking. For example, a character who is skilled with a normal sword gets a deflection attempt against one attack

from an armed opponent per round, even if the character is actually

attacking an unarmed opponent.

When a character uses two weapons in combat, the deflection attempts given

by each weapon do not stack. The character gets to use a number of

attempts equal to the higher number granted by either of the weapons.

Table 6-72: Entangling Weapons TargetLevel or Hit Dice of Saving throw bonus None/Basic/Skilled Expert/ MasterGrand Master Up to 1 +0 Entangled Entangled

Entangled 1+ to 3 +1 Entangled Entangled

Entangled 3+ to 6 +2 Slow Entangled Entangled 6+ to 9 +3 Slow Slow Entangled 9+ to 12 +4 Delay Slow Slow 12+ to 16 +5 Delay Delay Slow the 16+ or Delay: When the wielder of a weapon with the delay ability hits an opponent with it, the opponent must make a

saving throw vs Paralysis or automatically lose initiative in the following round. Some ranged weapons can only delay opponents at listed ranges. Disarm: The wielder of a weapon with the disarm ability can choose to try to disarm their opponent instead of

attacking for damage. The character’s player must announce that a disarm attempt is being made before rolling any dice for the attack. If the attack

hits then the target of the attack must make a Dexterity Check (see Chapter 5:

Ability Checks & Skills) with the listed

penalty to their effective dexterity or drop

their weapon. Double Damage: If the wielder of the weapon rolls the number indicated or higher on the dice, before modifiers,

and the attack hits the target after modifiers,

then the attack does double the normal amount of damage. Entangle: Any target that the weapon hits may become delayed, slowed or entangled depending on their hit dice or level compared to the proficiency level of the weapon wielder. See table

672 for details. The target must make a saving throw vs Death Ray with a

penalty based on the proficiency of the wielder when first hit in order to

avoid the effect. If this fails, the target

is affected but may repeat the saving throw each round until they make it, at which point they are no longer affected. An entangled target cannot attack, cast spells, or move. +5 Delay Delay Delay more

Table 6-73: Knockout Weapons Level or Hit Dice of TargetSaving throw bonus None/Basic/Skilled Expert/ MasterGrand Master Up to 1 +0 K/O K/O K/O 1+ to 3 +1 K/O K/O K/O 3+ to 6 +2 Stun K/O K/O 6+ to 9 +3 Stun Stun K/O 9+ to 12 +4 Delay Stun Stun 12+ to 16 +5 Delay Delay Stun Hook: The wielder of a weapon with the hook ability can choose to try to hook their opponent and trip them instead of attacking for damage. The character’s player must announce that a hook attempt is being made before rolling any dice for the attack. If the attack hits, the weapon causes only minimum damage and the target must make a saving throw vs Paralysis or

fall prone. Hurl Range: A weapon with a hurl range is one that is not normally thrown, but with great skill and effort can be hurled at an opponent at the short/medium/long ranges shown. Such hurling of weapons uses the

character’s strength modifier rather than their dexterity modifier. Because such weapons are not aerodynamic and do not fly well, opponents who are not surprised by the attack may make a saving throw vs Death Ray in order to take half damage. 16+ or more +5 Delay Delay Delay

However, the first time in each fight that an opponent has the weapon thrown at them, they must roll for

surprise at normal chances due to the unexpected nature of the attack.

Knockout: Any target that the weapon hits may become delayed, stunned or knocked out depending on their hit dice or level compared to the

proficiency level of the weapon wielder. See table 6-73 for details. The target must make a saving throw vs Death Ray with a penalty based on the proficiency of the wielder when hit in order to avoid the effect. If this fails, the target

is affected as normal by the delay, stun or knock out.

An enemy who is knocked out will be unconscious for 1d100 rounds before waking up.

Missile Range: The three numbers given are the short/medium/long ranges of the missiles that the weapon shoots.

Off-Hand: A weapon with this ability does not suffer the normal to-hit and proficiency penalties when used in the wielder’s off hand.

Poison Save: If the weapon with this ability is poisoned, the target takes

the listed penalty on their saving throws against the poison.

Set: The wielder of this weapon may brace it against a charging foe. The wielder automatically gains initiative over the charging foe, and if they hit then they do double normal damage.

Skewer: If the weapon hits an opponent with the listed number of hit dice (or levels) or less, the opponent may

be skewered if the attacker so chooses.

The attacker must let go of the weapon, and it remains caught in the opponent for 1d4+4 rounds, doing 1d6 damage each round. If the opponent spends a round removing the weapon, they take double damage that round but are then free of the weapon.

Strangle: If the wielder of the weapon rolls the number indicated or higher on the dice, before modifiers, and the

attack hits the target after modifiers, then

the target of the attack must make an

immediate saving throw vs Death Ray with the listed penalty or be paralysed and die after 1d6+2 rounds of

strangulation. Should the target be freed from strangulation, they will remain

paralysed for 2d6 rounds.

If the wielder of the weapon does not roll the required numbers but still

hits the target, the target is affected as though the weapon were an entangling weapon with the same saving throw penalty.

Stun: A weapon with the stun ability will stun any opponent it hits that is approximately the same size as the wielder of the weapon (or smaller) unless they make a saving throw vs Death Ray.

Some ranged weapons can only stun opponents at listed ranges.

A stunned opponent cannot attack or cast spells and can only move at 1/3 normal speed. Stunned opponents also have a +2 penalty to armour class and a –2 penalty to all saving throws. A stunned character can make a saving throw vs Death Ray each round to shake off the stun.

Throw Range: The three numbers given are the short/medium/long ranges of the missiles that the weapon can be thrown.

Two Attacks: Weapons with this ability can be used to attack twice each round, as if the attacks were made by a primary hand and off hand weapon, but without the normal off hand

penalties to their to-hit rolls and proficiency level.