Weapons

The multiverse is a dangerous place, and having a way to defend oneself is usually a good idea. Many different types of weapons exist. Different classes allow characters to use different weapons, such as the Soldier or Rogue. Weapons in this will be separated by proficiency type, starting with simple.

Superior quality weapons are made with incredible craftsmanship. They give their wielder a +1 bonus to attack when wielding the weapon. Superior weapons cost twice the normal cost of a weapon. Magical weapons are already considered to be of "Superior Quality" and thus the bonuses don't stack.

Weapon Damage Type Key:

(If a weapon is marked with a slash (S/P) they can deal one of the two when they attack)

    • S: Slashing

    • P: Piercing

    • B: Bludgeoning

    • F: Fire

    • C: Cold

    • E: Electricity

  • A: Acid

    • So: Sonic

    • Ar: Arcane

Special Ability Key:

    • Nonlethal: This weapon can only be used nonlethal at no penalty. If it brings an enemy to 0, they are unconscious for 1 hour per missing HP. They don't bleed out and die.

    • +(Stat): When held, this weapon grants a temporary bonus to the

    • stat listed.

    • Finesse: This weapon can use Dexterity for damage instead of Strength if it's higher.

    • Maneuver: The wielder can perform this maneuver with the weapon at a +4 bonus.

    • Damage/Damage: Can two-weapon fight with the weapon even though it's only one weapon. This is called a "Double Weapon".

    • Brace: A weapon-specific reaction that allows the wielder to gain a free attack against a foe which charges against them, dealing double damage.

    • Brutish: Add double Strength to weapon when two-handing instead of +50% Strength.

    • Returning: Flies back to the user's grasp after being thrown, allowing it to be used again. This allows it to be used on a full-round action attack.

    • Reach: +1 square Reach increase.

    • Balanced: This one-handed or light weapon can be used easily in two-weapon fighting, and reduces the two-weapon fighting penalty by 1. This can be placed on Two-Handed Double Weapons.

    • Deadly: On a critical hit, deal +4 damage (this is unmodified by the critical hit multiplier).

    • Composite: Add Strength to damage with this bow-type weapon.

    • Single: This firearm can only make 1 attack, even if feats or abilities would allow the character to do otherwise. Crossbows are counted as this.

    • Semi: This firearm can fire multiple attacks in a full-round action. This is standard among modern firearms. Bows are counted as this.

    • Automatic: This firearm can fire an additional attack (making it a full-round action to use automatic fire), this additional attack is at a -2 to hit and deals 1 less die of damage. Switching to Auto (and back to Semi) is a swift action.

    • Accurate: Negate the target's Dexterity to their Reflex Defense when attacked by this weapon.

    • Scatter: Weapon's range is counted as a cone (Range of 2 sq. becomes a 2 sq. cone) unless Slug Ammo is used.

    • Concealable: The wielder gains a +2 bonus on Stealth checks made to hide this weapon. Light melee weapons are always considered to have this, as well as all one-handed ranged weapons.

    • Bulky: The wielder receives a -2 penalty on Stealth checks made to hide this weapon. One-Handed melee weapons are always considered to have this (two-handed weapons cannot be hidden, melee or ranged).

    • Shield Breaker: Negate shield's bonus to Reflex Defense.

    • Shielding: Gain a +2 shield bonus to Reflex Defense.

    • Jousting: Deal x2 damage on mounted charge.

    • Parrying: When using Deflecting Strike, it must bypass 8 over your Reflex Defense and not 5 over.

    • Æther: If the wielder is a spellcaster, use the spellcaster's casting stat for attack and damage instead.

    • Switch: As a swift action this weapon can become a two-handed reach weapon, or a one-handed weapon.

    • Breach: When being used to Sunder, this weapon deals +4 damage.

    • Injection: When being used to deliver poison, the poison gains a +2 bonus to hit.

    • Trigger: This is a dual melee/ranged weapon and has two modes. These different modes will receive different weapon entries, but both are part of the same weapon. Both types of weapons have different proficiency types.

Special rules for weapons:

    • A non-proficient character takes a -4 penalty to attack.

    • Using a lethal weapon non-lethally makes you take -4 to attack.

    • Reach weapons can attack adjacent enemies, but at a -2 to attack.

    • Thrown weapons (non-bow or firearm ranged weapons) add Strength mod to damage.

    • Ranged weapons can be used outside of their range listed, with each 1 square outside their range decreasing your attack by -1.

    • Normal weapons can be thrown, but take a -4 penalty to attack on top of the penalties listed above.

    • Weapons with stat enhancements can be held in an off-hand while the character does something else (cast a spell, drink a potion, etc.) however it does not apply when doing an attack and not using the weapon held.

    • Stat enhancements from weapons go away when the weapon is sheathed.

    • Stat enhancements from weapons don't stack.

    • A weapon’s critical threat range cannot go beyond 15-20 from critical enhancing effects.

    • A weapon’s critical multiplier cannot go beyond x5 from critical enhancing effects.

Weapon's handedness list is as follows:

    • Light: This weapon cannot be two-handed. These weapons are typically side-arms and not meant to be used as a wielder's main weapon, however some people use these as their primary.

    • One-Handed: This weapon is typically wielded in one-hand, but can be used two-handed for the benefit of adding +50% of the wielder's Strength (or Dexterity if applicable) to damage (Wielding a Morningstar with a 2 Strength is normally 1d8+2, however two-handed it becomes 1d8+4).

    • Two-Handed: The weapon must always be wielded in two-hands, since trying with just one-hand is typically too unwieldy and could lead to the wielder hitting himself or losing grip of the weapon. These weapons always grant the benefit of two-handing (+50% Strength or Dexterity to damage).

    • 1h-Range: This ranged weapon is wielded in one hand as opposed to two. It functions as a light melee weapon for the purpose of two-weapon fighting.

    • 2h-Range: This ranged weapon is wielded in two hands as opposed to one. It cannot be used with two-weapon fighting.

Ammunition for ranged weapons (except for thrown weapons like boomerangs and daggers) aren't tracked, and the character is considered to have sufficient ammunition for their weapon. The exception for this would be by the GM's discretion, otherwise they're considered to have enough ammunition to reload and continue attacking. This prevents ammunition tracking, which can be especially cumbersome.

Specialty ammunition, such as the ammunition found in the Generic Weapon Gear section, must be loaded into the weapon before its fired (taking your action to 'reload' as you replace the weapon's standard ammunition with the specialty ammunition).

Simple Weapons

Swords

Polearm

Axe

Hammer

Bow

Pistol

Rifle

Shotgun

Lightsabers

Grenades and Thrown Weapons (count as Simple weapons)

Exotic

Siege Weapons

Siege weapons take a full-round action to reload (a standard action with a crew of 2-4, and a move action with a crew of 5-10). The crew listed on a siege weapon is the minimum amount needed to operate it effectively.