Damage Types
(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
- W: Water
- I: Ice
- Wi: Wind
- E: Electricity
- Ea: Earth
- A: Acid
- So: Sonic
- Ar: Arcane
Special Weapon Rules
- A non-proficient character takes a -2k0 penalty to attack.
- Using a lethal weapon non-lethally makes you take -4 to attack.
- Ranged weapons can be used outside of their range listed, with each 1 square outside their range decreasing your attack by -2.
- Normal weapons can be thrown, but take a -4 penalty to attack on top of the penalties listed above.
- Ammunition for ranged weapons are not tracked. Reloading is a move action for firearms and crossbows, and a standard action for the M72A2 LAW, Plasma Cannon, and the Flamethrower.
- Weapons with Burst deal splash damage out in those squares outside of the target squares in a radius.
- Weapons listing two weapon types (example: F&E) deal half their damage as one, and the other half as the other. Do not round the damage when halving, if the number generated is not even, make the first of the two numbers odd. Example, dividing 25 by 2 would result in 13 first damage, 12 second damage.
Handedness
- Light: This weapon cannot be two-handed.
- 1-Hand: This weapon is typically wielded in one-hand, but can be used two-handed.
- 2-Hand: The weapon must always be wielded in two-hands, since trying with just one-hand is typically too unwieldy.
- 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.
Time Periods
If your game does not take place in the setting of Morta IV, you may wish to restrict weapons based on time period. This bullet list can help GMs separate weapons they may wish to ban from their games. GMs are, of course, free to change these as they wish.
- Prehistory: Weapons such as the club, blow dart, quarterstaff, sling, short spear, long spear, shillelagh, primitive axe, light hammer, and short bow exist.
- Medieval: Ban the following weapons: Molecular Blade, Cold Sword, Soundwave, Bowblade, Greatrifle, Power Sword, Shock Lance, Gunlance, Gunlance, Scythe Saw, Power Spear, Stun Spear, Sound Burst, Volcano Axe, Power Axe, Power Sledge, Future Bow, Laser Whip, Chainsword, Laser Sword, Chainsaw, Bladed Array, Power Hammer, Twin Laser Sword, M72A2 LAW, Plasma Cannon, Flamethrower, Cannon, Mortar and all Pistols, Rifles, Shotguns, Grenades.
- Colonial: As the Medieval list but add: Flintlock, Musket, and Blunderbuss.
- Modern: All weapons except Laser and Plasma weapons.
- Future: All weapons available.