Close Combat Weapons

Close Combat Weapons
 
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Basic Weapons and Customising them:

Below is a table of basic weapons and their statistics:

Weapon

Reach

Damage

Parry Penalty

Weight

Sword

3

2D6

-10%

20

Knife

1

D6

-25%

5

Axe

2

2D6+2

-15%

30

Hammer

2

D6+2*

-15%

30

Staff

3

D6

-15%

15

Spear

4

D10

-15%

25

Halberd

4

D10+2

-20%

40

Flail

2

D6+1**

-25%

25

Knuckle Dusters

0

D3+4

-35%

3

Armoured Gauntlet

0

D3+5

-30%

10

Whip

4

D6+1***

-50%

10

Improvised Weapon

1

D3+2

-20%

20****

*Double damage for knockback purposes only

**Either each blow hits D3 locations per hit rolled (if the flail has several heads) or causes D3 hits on the location rolled (if the weapon has one big head like a morningstar).

***Enemies attempting to parry a whip suffer an extra –20% to parry.

****Take 20 as the 'base' weight for an improvised weapon. If the GM decides that the improvised weapon you are using is heavier/lighter than this (or if it's a gun - in which case the weight is specified) then apply the normal modifiers for extra/less damage and chances to hit/parry.

 

Changes to Weapons:

On this page, we're just dealing with the simple changes to weapons that could be made by any weapons-maker, such as an alteration in weight or balance. You can mutate any of the characteristics on your weapon bar damage (which is affected by the other 3) and rules for doing so are below:

 

Reach:

You may add or subtract up to 1 point of reach from your weapon, representing a simple elongation or shortening during the forging.

Adding 1 point of reach increases the weight of your weapon by +5 (which will cause additional effects as listed in the weight section)

Subtracting 1 point of reach decreases the weight of your weapon by -5 (which will cause additional effects as listed in the weight section)

 

Parry Penalty:

You may add or subtract up to 10% from the Parry Penalty of your weapon, representing the weapon being weighted more or less towards the blade and thus being more or less balanced.

You must add or subtract this in bands of 5%, so you can either add 5%, add 10%, subtract 5% or subtract 10%.

Adding 5% to the PP of the weapon (making the PP worse) will give the weapon a +1 damage bonus.

Adding 10% to the PP of the weapon (making the PP worse) will give the weapon a +2 damage bonus.

Subtracting 5% from the PP of the weapon (making the PP better) will give the weapon a -1 damage bonus.

Subtracting 10% to the PP of the weapon (making the PP better) will give the weapon a -2 damage bonus.

 

Weight:

You may add or subtract weight from your weapon, representing the weapon being made of denser material, or simply being bigger and bulkier. Weight changes are the most complicated, so the following rules must be adhered to:

1) The minimum weight of any weapon is 5.

2) No weapon may weight more than 3 times what it did orgionally (so a Weight: 20 Sword has a maximum wieght of 60).

3) You add or subtract weight in bands on 5.

4) For every 5 weight you add to the weapon, you add +1 to the damage of the weapon, and add 5% to the Parry Penalty (making it worse).

5) For every 5 weight you subtract from the weapon, you take -1 from the damage of the weapon, and subtract 5% from the Parry Penalty (making it better).

6) Once you have added 100% of the weapon's basic weight, you discount all previous +1 damage bonus', and give the weapon another basic die of damage.

For example, a Sword (origionally Weight: 20) will have a damage of 2D6+3 if it is Weight: 35 (as it has +15 weight, it has +3 damage). However, if you add an extra 5 weight to make it Weight: 40, you have added 100% to the weight of the weapon, and thus you discount the +3 damage gained, and add an extra D6 of damage so that your sword now does 3D6 damage.

7) For every 1 point of weight the weapon is over the Strength of the arm(s) the character is using, he/she suffers a -1% chance to hit and parry. 






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Basic Weapons

'Mundane' Upgrades

Special Upgrades

Breaking Weapons

Materials

Xenos

 
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