WeaponsUnarmed Fighting is a catch-all term for manner of strikes performed with the body, without using a weapon. It encompasses punching, kicking, scratching, biting and in some cases, even head-butting and goring. As it is not a weapon, an Unarmed Attack cannot usually be Disarmed, though this may come down to the GM's discretion. An Unarmed combatant, unless possessed of an ability or Equipment which indicates otherwise, cannot Parry non-Unarmed or non-Improvised Attacks. Some Races, Classes and Equipment may alter the specifics of how this form of combat is resolved, but as a base, use the following profile.
Unarmed Attack: Damage 1+SM, CR: 00-01, -20 To Hit, Light, Non-Lethal, No Parry
Improvised Weapons come in two varieties. They may either be random objects in the environment used at the utmost end of need, or a weapon which the character in question does not possess the appropriate proficiency to use. If the latter, the weapon retains any special qualities it may have, with any negatives to hit stacking with the flat -20 for an Improvised Weapon, while Damage is halved, rounding up.
Improvised Weapons: Damage 2+SM, CR: 00-02, -20 To Hit
In addition to this, as long as the wielder has a rank of Proficiency in the weapon, any melee weapon can be used to deliver a Non-Lethal strike, using the above profile but adding the Non-Lethal property to the array.
Common Weapon Proficiencies are available to be purchased by any character. Most characters begin their careers with their choice of a single Common Weapon Proficiency granted for free, chosen from this list.
Dagger/Knife: Slashing Damage 6, Piercing Damage 5+SM, CR: 00-03, No Parry, Concealable, Light, Precise, 1s6c.
Hand Axe/Hatchet: Slashing Damage 6+SM, CR: 00-03, Light, 1s8c.
Shortsword: Slashing Damage 7+SM, Piercing Damage 5+SM, CR: 00-04, Light, 2s4c.
Cudgel: -5 To Hit, Bludgeoning Damage 3+SM, CR: 00-02, Light, 4c.
Mace: -5 to Hit, Bludgeoning Damage 5+SM, CR: 00-04, Armour Piercing, 6s4c.
Stave: -5 To Hit, Bludgeoning Damage 3+SM, CR: 00-02, Defensive, Two Handed, 10c.
Spear: Piercing Damage 6+SM, CR: 00-03, Reach, Defensive, Bastard Weapon, Mounted Charge, Brace, 2s.
Shortbow: 30/60 Yard Range, Piercing Damage 4+SM, CR: 00-03, Half Action Reload, 7s6c.
Crossbow: 40/80 Yard Range, Piercing Damage 9, CR: 00-04, Full Action Reload, 16s10c.
Hand Crossbow: 20/40 Yard Range, Piercing Damage 6, CR: 00-03, Full Action Reload, Light, 9s6c
Sling: 15/30 Yard Range, Bludgeoning Damage 3+SM, CR: 00-02, Half Action Reload, 8c.
Buckler: Bludgeoning Damage 1+SM, Light, Free Parry, 2s4c
Light Shield: Bludgeoning Damage 1+SM, Light, Free Parry, -10 To Hit Bearer, 3s6c
Martial Weapon Proficiencies can be purchased by any character with access to the Martial Weapons list. Many classes start with a single Martial Weapon Proficiency granted for free, chosen from this list.
War Axes: Slashing Damage 9+SM, CR: 00-04, Bastard Weapon, 6s2c.
Arming Swords: Slashing Damage 7+SM, Piercing Damage 6+SM, CR: 00-05, Defensive, 10s6c.
Sabres: Slashing Damage 8+SM, Piercing Damage 5+SM, CR: 00-05, 10s4c.
Rapiers: Slashing Damage 5+SM, Piercing Damage 8+SM, CR: 00-06, Precise, 12s2c.
Warhammers/Warpicks: -5 to Hit, Bludgeoning/Piercing Damage 6+SM, CR: 00-04, Armour Piercing, 8s4c.
Morningstars: -10 To Hit, Bludgeoning/Piercing Damage 9+SM, CR: 00-05, Armour Piercing, Impact, Slow, Heavy, 14s6c.
Longswords: Slashing Damage 8+SM, Piercing Damage 6+SM, CR: 00-05, Defensive, Bastard Weapon, 16s8c.
Greataxes: Slashing Damage 12+SM, CR: 00-04, Impact, Heavy, Two Handed, 16s10c.
Greatswords: Slashing Damage 11+SM, Piercing Damage 6+SM, CR: 00-05, Two Handed, 19s6c.
Falxes: Slashing/Piercing Damage 7+SM, CR: 00-06, Armour Piercing, Brutal, Two Handed, 17s
Great Hammers/Mauls: -5 To Hit, Bludgeoning Damage 6+2xSM, CR: 00-04, Armour Piercing, Brutal, Impact, Slow, Heavy, Two Handed, 16s6c.
Flails: -20 To Hit, Bludgeoning/Piercing Damage 9+2xSM, CR: 00-05, Armour Piercing, Impact, Brutal, Slow, Heavy, Two Handed, Imprecise, 12s.
Longspears: Piercing Damage 7+SM, CR: 00-03, Reach, Armour Piercing, Two Handed, Mounted Charge, Brace, 3s9c.
Polearms (Halberds, glaives, guisarmes etc.): Slashing/Piercing/Bludgeoning Damage 9+SM, CR: 00-04, Reach, Armour Piercing, Two Handed, Brace, 10s4c.(Depending on the polearm, this can be altered)
Selfbow: 40/80 Yard Range, Piercing Damage 6+SM, CR: 00-04, Half Action Reload, 10s6c.
Heavy Shield: Bludgeoning Damage 1+SM, Free Parry, -20 To Hit Bearer, Heavy, 6s6c
Tower Shield: Bludgeoning Damage 1+SM, Free Parry, -30 To Hit Bearer, Slow, Heavy, 10s8c
Specialist Ranged Weapon Proficiencies can be purchased by any character with access to the Specialist Ranged Weapons list. Some classes start with a single Specialist Ranged Weapon Proficiency granted for free, chosen from this list. A few classes may also choose a Weapon Proficiency from this list instead of a Martial Weapon Proficiency from the list above.
Longbow: 60/120 Yard Range, Piercing Damage 7+SM, CR: 00-04, Half Action Reload, 17s2c.
Composite Bow: 40/80 Yard Range, Piercing Damage 8+SM, CR: 00-04, Half Action Reload, 16s6c.
Throwing Knives/Stars/Darts: 10/20 Yard Range, Slashing/Piercing Damage 4+SM, CR: 00-02, Concealable, Light, Precise, 1s6c.
Throwing Axes: 15/30 Yard Range, Slashing Damage 6+SM, CR: 00-04, 1s8c.
Javelins/Throwing Spears: 15/30 Yard Range, Piercing Damage 6+SM, CR: 00-04, Slow, 6s.
Heavy Crossbow/Arbalest: 60/120 Yard Range, Piercing Damage 14, CR: 00-05, Full Action Reload, 40s10c.
Harquebus: Misfire Chance: 96-99, 35/70 Yard Range, Piercing Damage 17, CR: 00-06, 2 Full Action Reload, Impact, Armour Piercing, 120s.
Pistol: Misfire Chance: 97-99, 15/30 Yard Range, Piercing Damage 11, CR: 00-06, 2 Full Action Reload, Impact, Armour Piercing, Concealable, 100s.
Blowpipe: 10/20 Yard Range, Piercing Damage 3, CR: 00-02, Half Action Reload, Light, Concealable, Precise, 4s2c
Rope Darts: 10/20 Yard Range, Piercing Damage 4+SM, CR: 00-02, Concealable, Light, Rope, 1s11c
Piercer: Piercing Damage 5+SM, CR: 00-06, No Parry, Concealable, Light, Precise, 1s11c.
Heavy Crossbow/Arbalest: 60/120 Yard Range, Piercing Damage 14, CR: 00-05, Full Action Reload, 40s10c.
Harquebus: Misfire Chance: 96-99, 35/70 Yard Range, Piercing Damage 17, CR: 00-06, 2 Full Action Reload, Impact, Armour Piercing, 120s.
Pistol: Misfire Chance: 97-99, 15/30 Yard Range, Piercing Damage 11, CR: 00-06, 2 Full Action Reload, Impact, Armour Piercing, Concealable, 100s.
Repeater Crossbow: -5 To Hit, 35/70 Yard Range, Piercing Damage 7, CR: 00-02, Full Action Reload, Magazine (10 shots), Repeater, 42s10c.
Revolver: Misfire Chance: 94-99, 15/30 Yard Range, Piercing Damage 9, CR: 00-05, 1 Full Action Reload, Impact, Armour Piercing, Concealable, Magazine (6 shots), Repeater, 132s8c.
Blunderbuss: Misfire Chance: 95-99, 20 Yard Range, Piercing Damage 12, CR: 00-05, Short Rest Reload, Impact, Armour Piercing, Shrapnel, 140s.
Rifle: Misfire Chance: 96-99, 60/120 Yard Range, Piercing Damage 19, CR: 00-06, 2 Full Action Reload, Impact, Armour Piercing, 160s.
Flame Cannon: Misfire Chance: 92-99, 20 Yard Range, Fire Damage D10+5, Short Rest Reload, Blast, Heavy, Imprecise, Magazine (3 shots), 180s.
Grenade: Misfire Chance: 96-99, 15/30 Yard Range, Variable Damage and Qualities, Concealable
Bayonet:
Bipod:
Double Barrel:
Swordbreaker:
Armour Piercing - A successful Attack made with this property ignores a single point of Damage Reduction provided by Armour.
Bastard Weapon - A weapon with this property may be used with either one or two hands, which the wielder may choose at the start of their Turn every Combat Round.
Blast - A successful Attack with this property is considered to hit all Hit Locations. Any targets hit by the attack must roll Damage Avoidance against each Hit Location separately, with Damage also being resolved separately against each Hit Location.
Brace - The wielder of a weapon with this property may forgo their Movement to Brace the weapon against a stable object, the ground, a sturdy wall or boulder or equivalent. Any attackers approaching the wielder's front arc gain no bonuses from a Charge Attack.
Brutal - A successful Attack with this property still causes Half Damage upon a successful Parry or Missile Deflection.
Catastrophic Misfire - As the Misfire property, except upon the Misfire, roll a D10. On a 2-3, the weapon is badly damaged and cannot be used until repaired. On a 1, the weapon is destroyed entirely beyond repair and resolve the weapon's shot against the wielder and any valid targets within 5 yards of the wielder. The wielder may make a Damage Avoidance Check to halve this damage.
Concealable - A Concealable weapon can be hidden upon the body, and is considered to be so unless otherwise specifically stated or worn openly. Roll a Concealment Check to actively hide the weapon, opposed the searcher's Search Check to actively hide it if someone is specifically searching the character's body.
Defensive - The wielder of a weapon with this property may exchange a Half Action to gain a +10 bonus to all Parry and Dodge Checks until the start of their next Turn.
Free Parry - The wielder of a weapon with this property gains a free Parry attempt at the end of their Turn. If unused, this Parry is lost each Turn.
Heavy - Readying this weapon is considered a Full Action.
Light -
Impact - Upon taking Damage from an Attack with the Impact property, after Damage Reduction, if the Damage exceeds double the Target's Toughness Modifier, they must make a Toughness Check. If this is failed, they are Slowed for the next Combat Round.
Imprecise - A weapon with this property cannot be used to make a Called Shot to a specific Hit Location.
Magazine - The wielder of a weapon with this property may use the weapon to perform a Ranged Attack with as many shots as are present in the magazine before requiring it to be reloaded.
Misfire - On a to Hit roll within the range indicated by the weapon, the weapon is considered to have Misfired. A Misfired weapon fails to shoot that turn and requires a Full Action to clear the jam. The weapon must then be re-loaded. In addition to this, upon the Misfire, roll a D10. On a 1, the weapon is badly damaged and cannot be used until repaired.
Mounted Charge - The wielder of this weapon, if performing a Charge Attack while mounted, may double their effective Strength Modifier upon a successful Hit. Note this is calculated after adding their mount's Strength Modifier due to performing a Mounted Charge Attack.
Non-Lethal - Inflicting damage beyond the Incapacitation point with an Attack with this property will not cause the Incapacitated target to roll Death Saves. A Critical Hit from an Attack with this property can also ignore the Critical Hit effect if the attacker chooses, but still apply the additional Critical Hit Damage. A weapon with this property can be used to make a lethal attack by inflicting an -10 to Hit penalty.
No Parry - A weapon with this property, unless otherwise specified by a character's ability, cannot be used to Parry Attacks other than Unarmed and Improvised Attacks.
Precise - A Melee Attack performed with a weapon with this property does not incur any negatives for being used in a Grapple. In addition to this, making an Attack with a weapon with this property may be resolved as a Called Precise Shot. Doing so incurs a -30 to Hit, however if successful, the Attack may specifically target the gaps in a target's armour, ignoring the target's Damage Reduction provided by Armour.
Quick Draw - Readying this weapon is considered a Swift Action.
Reach - Melee Attacks with this property can be made from the extended range indicated on the weapon's array.
Rending - A successful Attack made with this property ignores all Damage Reduction provided by the Target's Toughness Modifier.
Reload - Once a weapon's loaded ammunition is spent, the wielder must spend the time indicated on the weapon's array to reload the weapon in order to make another Ranged Attack.
Repeater - In a Half Action, the wielder may shoot the entirety of the weapon's loaded ammunition, with each shot incurring a cumulative -10 to Hit.
Rope - The weapon is attached to a length of rope (which may be bought separately). This rope may be used to initiate a Grapple Check at Range upon a successful Ranged Combat Check.
Shrapnel -
Slow - An Attack made with a weapon with this Property provides a +10 to any Damage Avoidance Checks which might be made against it. In addition to that, the weapon cannot be used to make a Quick Attack.
Throwing Weapon -
Two-Handed - A weapon with this property counts the wielder's Strength Modifier as the first digit of their Strength when used two-handed. Alternatively, the weapon can be used one-handed as an Improvised Weapon, as if the wielder does not have any Proficiency in the weapon.
Versatile - A weapon with this property is considered to do all Types of Damage listed on it's profile in one strike. Apply whichever Damage Type is most effective. For example, if a target is Resistant to one Damage Type, but Vulnerable to another, apply the Vulnerability.