Codex: Weapons
Black_powder Weapons
| Name | Kind | Base | Range Type | Damage | Damage Types | Effective | Sub-optimal | Maximum | Traits | Estimated Value |
|---|---|---|---|---|---|---|---|---|---|---|
| Ranged | ||||||||||
| Arquebus | Base | — | Ranged | 2D6 |
Piercing
|
45 | 295 | 750 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 4 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 1 Load
This weapon requires a stated amount of Action Points to reload Value: 2 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 5 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
450 - 675 gp |
| Blunderbluss 1 variant | Base | — | Ranged | 2D10 |
Piercing
|
15 | 45 | 90 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 4 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 1 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 5 Two Handed
You use two hands to wield this weapon. |
420 - 625 gp |
|
↳
Iron Hail Gun
|
Variant | Blunderbluss | Ranged | 2D12 |
Piercing
|
20 | 40 | 80 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 3 Load
This weapon requires a stated amount of Action Points to reload Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 3 Two Handed
You use two hands to wield this weapon. |
71 - 105 gp |
| Bolt Action Rifle | Base | — | Ranged | 2D8 |
Piercing
|
450 | 1200 | 3000 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 5 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 5 Load
This weapon requires a stated amount of Action Points to reload Value: 2 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 5 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 3 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
680 - 1,000 gp |
| Bolt Action Rifle(Magazine) | Base | — | Ranged | 2D8 |
Piercing
|
450 | 1200 | 3000 |
Armor Piercing
The bonus to the armor piercing score Value: 5 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 6 Load
This weapon requires a stated amount of Action Points to reload Value: 2 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 10 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
700 - 1,050 gp |
| Bomb Launcher | Base | — | Ranged | Bomb Used |
Explosive
|
30 | 40 | 50 |
Ammunition
This weapon requires ammunition to use Complexity
Describes how advanced the weapon is, in reference to crafting Value: 2 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 2 Two Handed
You use two hands to wield this weapon. |
120 - 180 gp |
| Breach Loaded Rifle | Base | — | Ranged | 2D8 |
Piercing
|
150 | 600 | 3600 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 5 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 4 Load
This weapon requires a stated amount of Action Points to reload Value: 1 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
610 - 915 gp |
| Breech Loaded Rifle | Base | — | Ranged | 1D12 |
Piercing
|
55 | 210 | 2100 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 4 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 2 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Load
This weapon requires a stated amount of Action Points to reload Value: 1 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 4 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
475 - 715 gp |
| Caplock Pistol | Base | — | Ranged | 1D10 |
Piercing
|
25 | 85 | 190 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 3 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 2 Concealable
This weapon is easy to hide, gaining a +2 to checks to hide this weapon. Light
This weapon is lightweight Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 4 One-Handed
You use one hand to wield this weapon. |
345 - 520 gp |
| Cartridge Revolver | Base | — | Ranged | 1D10 |
Piercing
|
45 | 120 | 340 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 3 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 5 Concealable
This weapon is easy to hide, gaining a +2 to checks to hide this weapon. Light
This weapon is lightweight Load
This weapon requires a stated amount of Action Points to reload Value: 3 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 6 One-Handed
You use one hand to wield this weapon. |
435 - 650 gp |
| Double Action Revolver | Base | — | Ranged | 1D8 |
Piercing
|
30 | 90 | 400 |
Armor Piercing
The bonus to the armor piercing score Value: 3 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 4 Concealable
This weapon is easy to hide, gaining a +2 to checks to hide this weapon. Light
This weapon is lightweight Load
This weapon requires a stated amount of Action Points to reload Value: 5 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 6 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 4 One-Handed
You use one hand to wield this weapon. |
375 - 560 gp |
| Double Barreled Shotgun | Base | — | Ranged | 5D8 |
Piercing
|
20 | 40 | 100 |
Armor Piercing
The bonus to the armor piercing score Value: 5 Load
This weapon requires a stated amount of Action Points to reload Value: 4 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 2 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 3 Rapid
When making a basic attack, you can make additional ones equal to teh stated valueinstead, these attacks count as one for MAP but attacks after the first gain a -2 to hit. Value: 2 |
870 - 1,300 gp |
| Duckfoot pistol | Base | — | Ranged | 2D8 Piercing |
Piercing
|
10 | 15 | 25 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 1 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 2 Concealable
This weapon is easy to hide, gaining a +2 to checks to hide this weapon. Light
This weapon is lightweight Load
This weapon requires a stated amount of Action Points to reload Value: 3 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 4 One-Handed
You use one hand to wield this weapon. |
120 - 185 gp |
| Flintlock Pistol | Base | — | Ranged | 1D10 |
Piercing
|
15 | 55 | 125 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 3 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 1 Concealable
This weapon is easy to hide, gaining a +2 to checks to hide this weapon. Light
This weapon is lightweight Load
This weapon requires a stated amount of Action Points to reload Value: 2 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 5 One-Handed
You use one hand to wield this weapon. |
280 - 415 gp |
| Gatling Gun | Base | — | Ranged | 2D8 |
Piercing
|
100 | 340 | 1000 |
Armor Piercing
The bonus to the armor piercing score Value: 4 Complexity
Describes how advanced the weapon is, in reference to crafting Load
This weapon requires a stated amount of Action Points to reload Value: 9 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 100 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 3 Ponderous
If your strength is 16 or less you have disadvantage on hit rolls with this weapon. If your strength is 12 or less, you movement speed is reduced by half when using such weapons Rapid
When making a basic attack, you can make additional ones equal to teh stated valueinstead, these attacks count as one for MAP but attacks after the first gain a -2 to hit. Value: 4 Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
1,300 - 1,950 gp |
| Grenade Launcher | Base | — | Ranged | 8D6 |
Explosive
|
50 | 300 | 1000 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 6 Blast
Creatures in a the blast value radius must make a basic reflex vs your spell DC save if they are in the area, or take half damage on a fail. A blast weapon gains a -5 to hit. A creature who is hit gains a -5 to their save Value: 10 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 6 Load
This weapon requires a stated amount of Action Points to reload Value: 1 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 1 Two Handed
You use two hands to wield this weapon. |
780 - 1,150 gp |
| Hand Cannon | Base | — | Ranged | 2D10 |
Bludgeoning
|
30 | 150 | 375 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 4 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Kickback
Weapon with this property, represent extremely heavy weapons, or weapons with large recoil. When using this weapon, you gain a -2 to hit, increasing to -4 if you took any non-teleport movement abilities. Having a strength of 15 and above reduced this penalty by -2, while having a support such as being prone, or mounting it on a tripod or stand removes the penalty by -3. The penalty can obly be removed to 0. A weapon with this trait has the multi attack penalty increased by 2. Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 5 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
455 - 685 gp |
| Handgun | Base | — | Ranged | 1D8 |
Piercing
|
40 | 120 | 420 |
Agile
You reduce MAP by the stated agile amount Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 2 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 6 Light
This weapon is lightweight Load
This weapon requires a stated amount of Action Points to reload Value: 1 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 7 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 3 One-Handed
You use one hand to wield this weapon. |
405 - 605 gp |
| Heavy Machine Gun | Base | — | Ranged | 2D10 |
Piercing
|
140 | 1000 | 8000 |
Armor Piercing
The bonus to the armor piercing score Value: 6 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 7 Kickback
Weapon with this property, represent extremely heavy weapons, or weapons with large recoil. When using this weapon, you gain a -2 to hit, increasing to -4 if you took any non-teleport movement abilities. Having a strength of 15 and above reduced this penalty by -2, while having a support such as being prone, or mounting it on a tripod or stand removes the penalty by -3. The penalty can obly be removed to 0. A weapon with this trait has the multi attack penalty increased by 2. Load
This weapon requires a stated amount of Action Points to reload Value: 8 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 300 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 2 Ponderous
If your strength is 16 or less you have disadvantage on hit rolls with this weapon. If your strength is 12 or less, you movement speed is reduced by half when using such weapons Rapid
When making a basic attack, you can make additional ones equal to teh stated valueinstead, these attacks count as one for MAP but attacks after the first gain a -2 to hit. Value: 8 Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
2,050 - 3,050 gp |
| Heavy Smoothbore Musket | Base | — | Ranged | 2D10 |
Piercing
|
75 | 490 | 1250 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 5 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 2 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Load
This weapon requires a stated amount of Action Points to reload Value: 2 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 4 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
555 - 835 gp |
| High Calibre Rifle | Base | — | Ranged | 2D12 |
Piercing
|
300 | 1000 | 3200 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 8 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 6 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Kickback
Weapon with this property, represent extremely heavy weapons, or weapons with large recoil. When using this weapon, you gain a -2 to hit, increasing to -4 if you took any non-teleport movement abilities. Having a strength of 15 and above reduced this penalty by -2, while having a support such as being prone, or mounting it on a tripod or stand removes the penalty by -3. The penalty can obly be removed to 0. A weapon with this trait has the multi attack penalty increased by 2. Load
This weapon requires a stated amount of Action Points to reload Value: 2 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 3 Ponderous
If your strength is 16 or less you have disadvantage on hit rolls with this weapon. If your strength is 12 or less, you movement speed is reduced by half when using such weapons Two Handed
You use two hands to wield this weapon. |
930 - 1,400 gp |
| Light Machine Gun | Base | — | Ranged | 2D6 |
Piercing
|
90 | 500 | 3000 |
Armor Piercing
The bonus to the armor piercing score Value: 5 Complexity
Describes how advanced the weapon is, in reference to crafting Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Kickback
Weapon with this property, represent extremely heavy weapons, or weapons with large recoil. When using this weapon, you gain a -2 to hit, increasing to -4 if you took any non-teleport movement abilities. Having a strength of 15 and above reduced this penalty by -2, while having a support such as being prone, or mounting it on a tripod or stand removes the penalty by -3. The penalty can obly be removed to 0. A weapon with this trait has the multi attack penalty increased by 2. Load
This weapon requires a stated amount of Action Points to reload Value: 2 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 3 Rapid
When making a basic attack, you can make additional ones equal to teh stated valueinstead, these attacks count as one for MAP but attacks after the first gain a -2 to hit. Value: 6 Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
1,800 - 2,750 gp |
| Light Mortar | Base | — | Ranged | 4D10 |
Explosive
|
— | 400 | 10000 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 7 Blast
Creatures in a the blast value radius must make a basic reflex vs your spell DC save if they are in the area, or take half damage on a fail. A blast weapon gains a -5 to hit. A creature who is hit gains a -5 to their save Value: 15 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 6 Load
This weapon requires a stated amount of Action Points to reload Value: 1 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 2 Ponderous
If your strength is 16 or less you have disadvantage on hit rolls with this weapon. If your strength is 12 or less, you movement speed is reduced by half when using such weapons Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
815 - 1,200 gp |
| Long Rifled Musket | Base | — | Ranged | 2D10 |
Piercing
|
200 | 625 | 3000 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 5 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 3 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 3 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
625 - 935 gp |
| Matchlock Revolver | Base | — | Ranged | 1D8 |
Piercing
|
25 | 60 | 125 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 2 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 3 Light
This weapon is lightweight Load
This weapon requires a stated amount of Action Points to reload Value: 2 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 4 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 5 One-Handed
You use one hand to wield this weapon. |
285 - 430 gp |
| Minié ball/Late Rifled Musket 2 variants | Base | — | Ranged | 2D8 |
Piercing
|
159 | 700 | 4000 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 4 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 3 Load
This weapon requires a stated amount of Action Points to reload Value: 2 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 3 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
525 - 790 gp |
|
↳
Baker MK38 Rifle
|
Variant | Minié ball/Late Rifled Musket | Ranged | 2D6 |
Piercing
|
150 | 900 | 4500 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 5 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 2 Load
This weapon requires a stated amount of Action Points to reload Value: 3 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 3 On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: D8 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
1,750 - 2,600 gp |
|
↳
Baker MK40 Quickload Rifle
|
Variant | Minié ball/Late Rifled Musket | Ranged | 2D6 |
Piercing
|
120 | 600 | 2500 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 5 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 2 Load
This weapon requires a stated amount of Action Points to reload Value: 2 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 2 On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: D6 Two Handed
You use two hands to wield this weapon. |
445 - 665 gp |
| Multi Tubed Grenade Launcher | Base | — | Ranged | 6D6 |
Explosive
|
60 | 300 | 950 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 5 Blast
Creatures in a the blast value radius must make a basic reflex vs your spell DC save if they are in the area, or take half damage on a fail. A blast weapon gains a -5 to hit. A creature who is hit gains a -5 to their save Value: 10 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 7 Load
This weapon requires a stated amount of Action Points to reload Value: 6 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 4 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 1 Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
645 - 965 gp |
| Pepper Box | Base | — | Ranged | 1D10 |
Piercing
|
15 | 50 | 95 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 3 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 2 Light
This weapon is lightweight Load
This weapon requires a stated amount of Action Points to reload Value: 3 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 4 One-Handed
You use one hand to wield this weapon. |
305 - 455 gp |
| Pocket Grenade Launcher | Base | — | Ranged | 4D6 |
Explosive
|
20 | 80 | 200 |
Ammunition
This weapon requires ammunition to use Blast
Creatures in a the blast value radius must make a basic reflex vs your spell DC save if they are in the area, or take half damage on a fail. A blast weapon gains a -5 to hit. A creature who is hit gains a -5 to their save Value: 5 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 6 Concealable
This weapon is easy to hide, gaining a +2 to checks to hide this weapon. Load
This weapon requires a stated amount of Action Points to reload Value: 1 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 2 |
240 - 360 gp |
| Repeater Rifle | Base | — | Ranged | 1D12 |
Piercing
|
60 | 170 | 375 |
Armor Piercing
The bonus to the armor piercing score Value: 4 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 3 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Load
This weapon requires a stated amount of Action Points to reload Value: 2 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 4 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 4 Two Handed
You use two hands to wield this weapon. Versatile
You can use this as a one or two handed weapon with seperate damage profile |
525 - 785 gp |
| Rifled Musket | Base | — | Ranged | 2D8 |
Piercing
|
115 | 600 | 1500 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 4 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 3 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Load
This weapon requires a stated amount of Action Points to reload Value: 3 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 4 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
520 - 780 gp |
| Rocket Launcher | Base | — | Ranged | 7D8 |
Explosive
|
50 | 500 | 1000 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 8 Blast
Creatures in a the blast value radius must make a basic reflex vs your spell DC save if they are in the area, or take half damage on a fail. A blast weapon gains a -5 to hit. A creature who is hit gains a -5 to their save Value: 10 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 7 Kickback
Weapon with this property, represent extremely heavy weapons, or weapons with large recoil. When using this weapon, you gain a -2 to hit, increasing to -4 if you took any non-teleport movement abilities. Having a strength of 15 and above reduced this penalty by -2, while having a support such as being prone, or mounting it on a tripod or stand removes the penalty by -3. The penalty can obly be removed to 0. A weapon with this trait has the multi attack penalty increased by 2. Load
This weapon requires a stated amount of Action Points to reload Value: 12 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 3 Ponderous
If your strength is 16 or less you have disadvantage on hit rolls with this weapon. If your strength is 12 or less, you movement speed is reduced by half when using such weapons Two Handed
You use two hands to wield this weapon. |
835 - 1,250 gp |
| Scattergun | Base | — | Ranged | 2D12 |
Piercing
|
20 | 35 | 60 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 3 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 2 Load
This weapon requires a stated amount of Action Points to reload Value: 3 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 2 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 4 |
290 - 435 gp |
| Semi Automatic Rifle | Base | — | Ranged | 2D8 |
Piercing
|
350 | 900 | 5000 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 5 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 7 Load
This weapon requires a stated amount of Action Points to reload Value: 2 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 8 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
720 - 1,100 gp |
| Simple Rocket Launcher | Base | — | Ranged | 5D8 |
Explosive
|
40 | 115 | 250 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 3 Blast
Creatures in a the blast value radius must make a basic reflex vs your spell DC save if they are in the area, or take half damage on a fail. A blast weapon gains a -5 to hit. A creature who is hit gains a -5 to their save Complexity
Describes how advanced the weapon is, in reference to crafting Value: 2 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Kickback
Weapon with this property, represent extremely heavy weapons, or weapons with large recoil. When using this weapon, you gain a -2 to hit, increasing to -4 if you took any non-teleport movement abilities. Having a strength of 15 and above reduced this penalty by -2, while having a support such as being prone, or mounting it on a tripod or stand removes the penalty by -3. The penalty can obly be removed to 0. A weapon with this trait has the multi attack penalty increased by 2. Load
This weapon requires a stated amount of Action Points to reload Value: 3 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 4 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
325 - 485 gp |
| Smoothbore Musket | Base | — | Ranged | 2D8 |
Piercing
|
75 | 490 | 1250 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 4 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 2 Load
This weapon requires a stated amount of Action Points to reload Value: 2 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 4 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
490 - 730 gp |
| Sub-Machine Gun | Base | — | Ranged | 1D6 |
Piercing
|
45 | 120 | 400 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 2 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 6 Load
This weapon requires a stated amount of Action Points to reload Value: 2 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 25 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 3 Rapid
When making a basic attack, you can make additional ones equal to teh stated valueinstead, these attacks count as one for MAP but attacks after the first gain a -2 to hit. Value: 5 Versatile
You can use this as a one or two handed weapon with seperate damage profile |
1,250 - 1,900 gp |
| Volcanic Pistol | Base | — | Ranged | 1D6 |
Piercing
|
15 | 45 | 130 |
Ammunition
This weapon requires ammunition to use Concealable
This weapon is easy to hide, gaining a +2 to checks to hide this weapon. Light
This weapon is lightweight Load
This weapon requires a stated amount of Action Points to reload Value: 3 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 8 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 5 One-Handed
You use one hand to wield this weapon. |
77 - 115 gp |
| Volcanic Rifle | Base | — | Ranged | 1D10 |
Piercing
|
35 | 105 | 400 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 1 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 3 Load
This weapon requires a stated amount of Action Points to reload Value: 4 Magazine
This ranged weapon can hold multiple shots, the value refers to the amount of attack actions can be taken before loading Value: 20 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 5 Two Handed
You use two hands to wield this weapon. |
190 - 285 gp |
| Wall Musket | Base | — | Ranged | 2D12 |
Piercing
|
150 | 845 | 2125 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 6 Complexity
Describes how advanced the weapon is, in reference to crafting Value: 2 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Kickback
Weapon with this property, represent extremely heavy weapons, or weapons with large recoil. When using this weapon, you gain a -2 to hit, increasing to -4 if you took any non-teleport movement abilities. Having a strength of 15 and above reduced this penalty by -2, while having a support such as being prone, or mounting it on a tripod or stand removes the penalty by -3. The penalty can obly be removed to 0. A weapon with this trait has the multi attack penalty increased by 2. Load
This weapon requires a stated amount of Action Points to reload Value: 2 Misfire
Refers to black powder weapons that due to their unreliability, have a chance to misfire. The misfire number represents the raw roll threshold. If you roll equal or less than that for a misfire. When you misfire, you must roll 1D8, if you roll a 1, roll a 1D4 instead. 1: Chamber Explosion(ONLY ON A 1D4 roll). This damages the weapon and does 1D4 explosive damage to the user. 1-6: Jammed. 7-8: Damage. When a weapon is jammed, the weapon fires, but the misfire score increases by 1. You can fix the jam by doing a clear weapon action. A damaged weapon cannot fire unless a successfull repair weapon action is done After each combat encounter, your weapon gains a +1 to misfire due to the build up of black powder. Value: 4 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
705 - 1,050 gp |
Martial Weapons
| Name | Kind | Base | Range Type | Damage | Damage Types | Effective | Sub-optimal | Maximum | Traits | Estimated Value |
|---|---|---|---|---|---|---|---|---|---|---|
| Melee | ||||||||||
| Battleaxe 1 variant | Base | — | Melee | 1D8 |
Piercing
|
— | — | — |
One-Handed
You use one hand to wield this weapon. |
40 - 60 gp |
|
↳
Dwarven Axe
|
Variant | Battleaxe | Melee | 1D8 | — | — | — | — |
On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: D6 One-Handed
You use one hand to wield this weapon. |
190 - 280 gp |
| Bo Staff | Base | — | Melee | 1D8 |
Bludgeoning
|
— | — | — |
Finesse
You can use Dexterity or Strength for attack and damage rolls with this weapon. Light
This weapon is lightweight Parry
This weapon provides a bonus to parrying attacks. Value: 1 Two Handed
You use two hands to wield this weapon. |
285 - 425 gp |
| Falchion | Base | — | Melee | 1D8 |
Slashing
|
— | — | — |
Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D6 One-Handed
You use one hand to wield this weapon. |
125 - 190 gp |
| Glaive | Base | — | Melee | 1D10 |
Slashing
|
— | — | — |
Balanced
You can use dexterity or strength for attack rolls, but only the strength modifier for damage. Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D6 Two Handed
You use two hands to wield this weapon. |
130 - 195 gp |
| Great Axe 3 variants | Base | — | Melee | 1D12 |
Piercing
|
— | — | — |
Armor Piercing
The bonus to the armor piercing score Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Two Handed
You use two hands to wield this weapon. |
405 - 605 gp |
|
↳
Castle Forged Greataxe
|
Variant | Great Axe | Melee | 1D12 |
Piercing
|
— | — | — |
Armor Piercing
The bonus to the armor piercing score Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Two Handed
You use two hands to wield this weapon. |
605 - 910 gp |
|
↳
Dwarven Greataxe
|
Variant | Great Axe | Melee | 1D12 |
Piercing
|
— | — | — |
Armor Piercing
The bonus to the armor piercing score Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: D8 Two Handed
You use two hands to wield this weapon. |
2,200 - 3,300 gp |
|
↳
Elderbeard Greataxe
|
Variant | Great Axe | Melee | 1D12 |
Piercing
|
— | — | — |
Armor Piercing
The bonus to the armor piercing score Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: D8 Refined
Gain a bonus to attack and damage rolls equal to the value Value: 1 Two Handed
You use two hands to wield this weapon. |
2,750 - 4,100 gp |
| Great Club | Base | — | Melee | 1D10 |
Bludgeoning
|
— | — | — |
Two Handed
You use two hands to wield this weapon. |
40 - 60 gp |
| Great Hammer | Base | — | Melee | 1D12 |
Bludgeoning
|
— | — | — |
Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: D12 Two Handed
You use two hands to wield this weapon. |
145 - 215 gp |
| Greatsword 3 variants | Base | — | Melee | 1D12 |
Slashing
|
— | — | — |
Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D8 Two Handed
You use two hands to wield this weapon. |
145 - 215 gp |
|
↳
Greatblade of the Old Guard
|
Variant | Greatsword | Melee | 1D12 | — | — | — | — |
Armor Piercing
The bonus to the armor piercing score Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D6 On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: D4 Two Handed
You use two hands to wield this weapon. |
2,450 - 3,650 gp |
|
↳
Long Katana
|
Variant | Greatsword | Melee | 2D6 |
Slashing
|
— | — | — |
Balanced
You can use dexterity or strength for attack rolls, but only the strength modifier for damage. Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: 4D4 |
100 - 150 gp |
|
↳
Rodanin Greatsword
|
Variant | Greatsword | Melee | 2D6 | — | — | — | — |
Armor Piercing
The bonus to the armor piercing score Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D8 Refined
Gain a bonus to attack and damage rolls equal to the value Value: 1 Two Handed
You use two hands to wield this weapon. |
2,350 - 3,550 gp |
| Halberd | Base | — | Melee | 1D10 |
Piercing
|
— | — | — |
Armor Piercing
The bonus to the armor piercing score Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Reach
This weapon can attack targets additional distances away in ft Value: 5 Two Handed
You use two hands to wield this weapon. |
565 - 845 gp |
| Lance | Base | — | Melee | 1D6/1D8 |
Piercing
|
— | — | — |
Charge
After doing a charge action, your charge bonus damage increases equal to the value. Value: 2D8 Concealable
This weapon is easy to hide, gaining a +2 to checks to hide this weapon. Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Versatile
You can use this as a one or two handed weapon with seperate damage profile |
55 - 83 gp |
| Longsword 3 variants | Base | — | Melee | 1D8/1D10 |
Piercing
Slashing
|
— | — | — |
Balanced
You can use dexterity or strength for attack rolls, but only the strength modifier for damage. Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D6 Parry
This weapon provides a bonus to parrying attacks. Value: 1 Versatile
You can use this as a one or two handed weapon with seperate damage profile |
305 - 460 gp |
|
↳
Katana
|
Variant | Longsword | Melee | 1D10 |
Slashing
|
— | — | — |
Agile
You reduce MAP by the stated agile amount Finesse
You can use Dexterity or Strength for attack and damage rolls with this weapon. Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: 3D4 |
46 - 69 gp |
|
↳
Sildarius Steel Longsword
|
Variant | Longsword | Melee | 1D8/1D10 | — | — | — | — |
Armor Piercing
The bonus to the armor piercing score Value: 2 Balanced
You can use dexterity or strength for attack rolls, but only the strength modifier for damage. Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D8 Parry
This weapon provides a bonus to parrying attacks. Value: 1 Versatile
You can use this as a one or two handed weapon with seperate damage profile |
16,850 - 25,250 gp |
|
↳
Starsteel Longsword
|
Variant | Longsword | Melee | 1D8/1D10 | — | — | — | — |
Agile
You reduce MAP by the stated agile amount Armor Piercing
The bonus to the armor piercing score Value: 1 Finesse
You can use Dexterity or Strength for attack and damage rolls with this weapon. Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D6 Parry
This weapon provides a bonus to parrying attacks. Value: 1 Versatile
You can use this as a one or two handed weapon with seperate damage profile |
5,150 - 7,750 gp |
| Martial Spear 1 variant | Base | — | Melee | 1D8/1D10 |
Piercing
|
— | — | — |
Balanced
You can use dexterity or strength for attack rolls, but only the strength modifier for damage. Reach
This weapon can attack targets additional distances away in ft Value: 5 Versatile
You can use this as a one or two handed weapon with seperate damage profile |
240 - 355 gp |
|
↳
Starsteel Guardian Spear
|
Variant | Martial Spear | Melee | 1D8/1D10 | — | — | — | — |
Finesse
You can use Dexterity or Strength for attack and damage rolls with this weapon. Parry
This weapon provides a bonus to parrying attacks. Reach
This weapon can attack targets additional distances away in ft Value: 5 Refined
Gain a bonus to attack and damage rolls equal to the value Value: 1 Versatile
You can use this as a one or two handed weapon with seperate damage profile |
2,700 - 4,050 gp |
| Morningstar | Base | — | Melee | 1D8 |
Bludgeoning
|
— | — | — |
Armor Piercing
The bonus to the armor piercing score Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage One-Handed
You use one hand to wield this weapon. |
405 - 605 gp |
| Pike 1 variant | Base | — | Melee | 1D8 |
Piercing
|
— | — | — |
Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: D4 Reach
This weapon can attack targets additional distances away in ft Value: 5 Two Handed
You use two hands to wield this weapon. |
305 - 455 gp |
|
↳
Pike of the Old Guard
|
Variant | Pike | Melee | 1D10 |
Piercing
|
— | — | — |
Armor Piercing
The bonus to the armor piercing score Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D4 Reach
This weapon can attack targets additional distances away in ft Two Handed
You use two hands to wield this weapon. |
4,600 - 6,900 gp |
| Rapier 2 variants | Base | — | Melee | 1D8 |
Piercing
|
— | — | — |
Finesse
You can use Dexterity or Strength for attack and damage rolls with this weapon. One-Handed
You use one hand to wield this weapon. Parry
This weapon provides a bonus to parrying attacks. Value: 1 |
270 - 405 gp |
|
↳
Dragoon Rapier
|
Variant | Rapier | Melee | 1D8 |
Piercing
|
— | — | — |
Agile
You reduce MAP by the stated agile amount Finesse
You can use Dexterity or Strength for attack and damage rolls with this weapon. Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D8 Parry
This weapon provides a bonus to parrying attacks. Value: 1 |
1,600 - 2,400 gp |
|
↳
Waterdancers Rapier
|
Variant | Rapier | Melee | 1D8 |
Piercing
|
— | — | — |
Finesse
You can use Dexterity or Strength for attack and damage rolls with this weapon. One-Handed
You use one hand to wield this weapon. Parry
This weapon provides a bonus to parrying attacks. Value: 2 |
515 - 770 gp |
| Scimitar 1 variant | Base | — | Melee | 1D8 |
Slashing
|
— | — | — |
Finesse
You can use Dexterity or Strength for attack and damage rolls with this weapon. Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D8 One-Handed
You use one hand to wield this weapon. |
180 - 270 gp |
|
↳
Curisssaiers Sabre
|
Variant | Scimitar | Melee | 1D8 | — | — | — | — |
Armor Piercing
The bonus to the armor piercing score Value: 1 Balanced
You can use dexterity or strength for attack rolls, but only the strength modifier for damage. Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D8 |
2,550 - 3,800 gp |
| Scythe | Base | — | Melee | 1D10 |
Piercing
|
— | — | — |
Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: D10 Two Handed
You use two hands to wield this weapon. |
145 - 215 gp |
| Shortsword | Base | — | Melee | 1D6 |
Slashing
|
— | — | — |
Agile
You reduce MAP by the stated agile amount Value: 1 Finesse
You can use Dexterity or Strength for attack and damage rolls with this weapon. One-Handed
You use one hand to wield this weapon. |
105 - 160 gp |
| Trident | Base | — | Melee | 1D8/1D10 |
Piercing
|
— | — | — |
On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: D10 Thrown
This weapon can be thrown without disadvantage. Value: 35/100 Versatile
You can use this as a one or two handed weapon with seperate damage profile |
150 - 220 gp |
| Warhammer | Base | — | Melee | 1D8/1D10 |
Bludgeoning
Piercing
|
— | — | — |
Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Versatile
You can use this as a one or two handed weapon with seperate damage profile |
40 - 60 gp |
| War Pick | Base | — | Melee | 1D8 |
Piercing
|
— | — | — |
Armor Piercing
The bonus to the armor piercing score Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: 2D6 Two Handed
You use two hands to wield this weapon. |
470 - 705 gp |
| Whip | Base | — | Melee | 1D4 |
Slashing
|
— | — | — |
Non-Lethal
You can knock someone out instead of killing when you reduce a target HP to 0. One-Handed
You use one hand to wield this weapon. Reach
This weapon can attack targets additional distances away in ft |
270 - 405 gp |
| Ranged | ||||||||||
| Blowgun | Base | — | Ranged | 1D4 |
Piercing
|
15 | 60 | 125 |
Agile
You reduce MAP by the stated agile amount Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
55 - 82 gp |
| Crossbow 5 variants | Base | — | Ranged | 1D10 |
Piercing
|
75 | 170 | 1050 |
Ammunition
This weapon requires ammunition to use Load
This weapon requires a stated amount of Action Points to reload Value: 1 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
49 - 74 gp |
|
↳
Black Watch Repeater
|
Variant | Crossbow | Ranged | 1D10 |
Slashing
|
65 | 270 | 1100 |
Agile
You reduce MAP by the stated agile amount Rapid
When making a basic attack, you can make additional ones equal to teh stated valueinstead, these attacks count as one for MAP but attacks after the first gain a -2 to hit. Two Handed
You use two hands to wield this weapon. |
965 - 1,450 gp |
|
↳
Dwarven Heavy Crossbow
|
Variant | Crossbow | Ranged | 2D6 |
Piercing
|
110 | 260 | 1300 |
Armor Piercing
The bonus to the armor piercing score Value: 2 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Load
This weapon requires a stated amount of Action Points to reload Value: 1 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
2,750 - 4,150 gp |
|
↳
Hand Crossbow
|
Variant | Crossbow | Ranged | 1D4 |
Piercing
|
15 | 40 | 100 |
Ammunition
This weapon requires ammunition to use One-Handed
You use one hand to wield this weapon. |
140 - 210 gp |
|
↳
Heavy Crossbow
|
Variant | Crossbow | Ranged | 1D12 |
Piercing
|
90 | 230 | 1150 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Load
This weapon requires a stated amount of Action Points to reload Value: 1 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
800 - 1,200 gp |
|
↳
Shot’tal Crossbow
|
Variant | Crossbow | Ranged | 3D6 |
Piercing
|
225 | 670 | 3200 |
Ammunition
This weapon requires ammunition to use Armor Piercing
The bonus to the armor piercing score Value: 2 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Kickback
Weapon with this property, represent extremely heavy weapons, or weapons with large recoil. When using this weapon, you gain a -2 to hit, increasing to -4 if you took any non-teleport movement abilities. Having a strength of 15 and above reduced this penalty by -2, while having a support such as being prone, or mounting it on a tripod or stand removes the penalty by -3. The penalty can obly be removed to 0. A weapon with this trait has the multi attack penalty increased by 2. Load
This weapon requires a stated amount of Action Points to reload Value: 1 On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: D6 |
2,900 - 4,350 gp |
| Longbow 8 variants | Base | — | Ranged | 1D8 |
Piercing
|
75 | 180 | 700 |
Ammunition
This weapon requires ammunition to use Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D6 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
170 - 250 gp |
|
↳
Aralstin’s Mamluak Longbow
|
Variant | Longbow | Ranged | 1D8 |
Piercing
|
65 | 315 | 725 |
Agile
You reduce MAP by the stated agile amount Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Two Handed
You use two hands to wield this weapon. |
25 - 38 gp |
|
↳
Cadmirian Longbow
|
Variant | Longbow | Ranged | 1D8 |
Piercing
|
125 | 350 | 1500 |
Armor Piercing
The bonus to the armor piercing score Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D10 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
3,050 - 4,550 gp |
|
↳
Composite Greatbow
|
Variant | Longbow | Ranged | 2D8 |
Piercing
|
110 | 625 | 1500 |
Armor Piercing
The bonus to the armor piercing score Value: 1 Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D10 On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: D10 Ponderous
If your strength is 16 or less you have disadvantage on hit rolls with this weapon. If your strength is 12 or less, you movement speed is reduced by half when using such weapons Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
3,550 - 5,300 gp |
|
↳
Composite Longbow
|
Variant | Longbow | Ranged | 1D8 |
Piercing
|
150 | 420 | 2550 |
Armor Piercing
The bonus to the armor piercing score Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D8 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
3,000 - 4,500 gp |
|
↳
Eladari Guardian Longbow
|
Variant | Longbow | Ranged | 1D8 |
Piercing
|
150 | 540 | 3100 |
Agile
You reduce MAP by the stated agile amount Armor Piercing
The bonus to the armor piercing score Value: 1 Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D6 Refined
Gain a bonus to attack and damage rolls equal to the value Value: 1 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
3,200 - 4,800 gp |
|
↳
Greatbow
|
Variant | Longbow | Ranged | 1D12 |
Piercing
|
150 | 550 | 2000 |
Armor Piercing
The bonus to the armor piercing score Value: 1 Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D10 On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: D10 Ponderous
If your strength is 16 or less you have disadvantage on hit rolls with this weapon. If your strength is 12 or less, you movement speed is reduced by half when using such weapons Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
3,600 - 5,350 gp |
|
↳
Kashnar Longbow
|
Variant | Longbow | Ranged | 1D8 |
Piercing
|
120 | 470 | 1025 |
Armor Piercing
The bonus to the armor piercing score Value: 1 Heavy
If you are using this weapon with a strength of 12 and below. Your attack rolls are made with disadvantage Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D8 Refined
Gain a bonus to attack and damage rolls equal to the value Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
3,150 - 4,700 gp |
|
↳
Naskrimni Scout’s Longbow
|
Variant | Longbow | Ranged | 1D6 |
Piercing
|
60 | 225 | 500 |
Agile
You reduce MAP by the stated agile amount Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D4 Two Handed
You use two hands to wield this weapon. |
360 - 545 gp |
Simple Weapons
| Name | Kind | Base | Range Type | Damage | Damage Types | Effective | Sub-optimal | Maximum | Traits | Estimated Value |
|---|---|---|---|---|---|---|---|---|---|---|
| Melee | ||||||||||
| Club | Base | — | Melee | 1D4 |
Bludgeoning
|
— | — | — |
Non-Lethal
You can knock someone out instead of killing when you reduce a target HP to 0. One-Handed
You use one hand to wield this weapon. |
9 - 13 gp |
| Dagger 4 variants | Base | — | Melee | 1D4 |
Piercing
|
— | — | — |
Agile
You reduce MAP by the stated agile amount Value: 1 Concealable
This weapon is easy to hide, gaining a +2 to checks to hide this weapon. Finesse
You can use Dexterity or Strength for attack and damage rolls with this weapon. Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D6 Light
This weapon is lightweight On-Crit
When you land a critical hit, add the dice value after doubling the dice to the damage Value: D6 One-Handed
You use one hand to wield this weapon. |
27 - 40 gp |
|
↳
Katar
|
Variant | Dagger | Melee | 1D4 |
Piercing
|
— | — | — |
Concealable
This weapon is easy to hide, gaining a +2 to checks to hide this weapon. Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: 1D12 Light
This weapon is lightweight One-Handed
You use one hand to wield this weapon. |
4 - 6 gp |
|
↳
Kunai
|
Variant | Dagger | Melee | 1D6 |
Slashing
|
— | — | — |
Agile
You reduce MAP by the stated agile amount Value: 1 Finesse
You can use Dexterity or Strength for attack and damage rolls with this weapon. Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D8 Light
This weapon is lightweight One-Handed
You use one hand to wield this weapon. |
4 - 6 gp |
|
↳
Parrying Dagger
|
Variant | Dagger | Melee | 1D4 | — | — | — | — |
Finesse
You can use Dexterity or Strength for attack and damage rolls with this weapon. Light
This weapon is lightweight One-Handed
You use one hand to wield this weapon. Parry
This weapon provides a bonus to parrying attacks. Value: 1 |
61 - 91 gp |
|
↳
stiletto
|
Variant | Dagger | Melee | 1D4 |
Piercing
|
— | — | — |
Agile
You reduce MAP by the stated agile amount Armor Piercing
The bonus to the armor piercing score Value: 1 Finesse
You can use Dexterity or Strength for attack and damage rolls with this weapon. Light
This weapon is lightweight |
265 - 395 gp |
| Hammer | Base | — | Melee | 1D6 |
Bludgeoning
|
— | — | — |
One-Handed
You use one hand to wield this weapon. |
4 - 6 gp |
| Handaxe | Base | — | Melee | 1D6 |
Piercing
|
— | — | — |
One-Handed
You use one hand to wield this weapon. Thrown
This weapon can be thrown without disadvantage. Value: 30/90 |
5 - 7 gp |
| Javelin | Base | — | Melee | 1D6/1D8 |
Piercing
|
— | — | — |
Thrown
This weapon can be thrown without disadvantage. Value: 50/150 Two Handed
You use two hands to wield this weapon. |
5 - 7 gp |
| Mace | Base | — | Melee | 1D6 |
Bludgeoning
|
— | — | — |
One-Handed
You use one hand to wield this weapon. |
4 - 6 gp |
| Mage Staff 2 variants | Base | — | Melee | 1D6 |
Bludgeoning
|
— | — | — |
Spellcasting Forcus
Can be used as a spellcasting focus Two Handed
You use two hands to wield this weapon. |
23 - 35 gp |
|
↳
Mastercrafted Mage Staff
|
Variant | Mage Staff | Melee | 1D6/1D8 |
Bludgeoning
|
— | — | — |
Balanced
You can use dexterity or strength for attack rolls, but only the strength modifier for damage. Spellcasting Forcus
Can be used as a spellcasting focus Spellreach
For each spellreach value Increase the range of magic missiles spell by 100% Increase the range of explosion and bombartment spells by 50% increase the range of augment and debuff by a 25% Value: 3 |
2,350 - 3,500 gp |
|
↳
Refined Mage Staff
|
Variant | Mage Staff | Melee | 1D6 |
Bludgeoning
|
— | — | — |
Spellcasting Forcus
Can be used as a spellcasting focus Spellreach
For each spellreach value Increase the range of magic missiles spell by 100% Increase the range of explosion and bombartment spells by 50% increase the range of augment and debuff by a 25% Value: 1 Two Handed
You use two hands to wield this weapon. |
1,400 - 2,100 gp |
| Quaterstaff | Base | — | Melee | 1D6 |
Bludgeoning
|
— | — | — |
Finesse
You can use Dexterity or Strength for attack and damage rolls with this weapon. Light
This weapon is lightweight Parry
This weapon provides a bonus to parrying attacks. Value: 1 Versatile
You can use this as a one or two handed weapon with seperate damage profile |
28 - 42 gp |
| Shield | Base | — | Melee | 1D3 |
Bludgeoning
|
— | — | — |
One-Handed
You use one hand to wield this weapon. Parry
This weapon provides a bonus to parrying attacks. Value: 2 |
24 - 36 gp |
| Simple Spear | Base | — | Melee | 1D6/1D8 |
Piercing
|
— | — | — |
Balanced
You can use dexterity or strength for attack rolls, but only the strength modifier for damage. Versatile
You can use this as a one or two handed weapon with seperate damage profile |
5 - 7 gp |
| Wand 2 variants | Base | — | Melee | 1D3 |
Piercing
|
— | — | — |
One-Handed
You use one hand to wield this weapon. Spellcasting Forcus
Can be used as a spellcasting focus |
23 - 35 gp |
|
↳
Mastercrafted Wand
|
Variant | Wand | Melee | 1D4 piercing |
Piercing
|
— | — | — |
Agile
You reduce MAP by the stated agile amount Light
This weapon is lightweight One-Handed
You use one hand to wield this weapon. Spellcasting Forcus
Can be used as a spellcasting focus Spellreach
For each spellreach value Increase the range of magic missiles spell by 100% Increase the range of explosion and bombartment spells by 50% increase the range of augment and debuff by a 25% Value: 2 |
2,350 - 3,550 gp |
|
↳
Refined Wand
|
Variant | Wand | Melee | 1D4 |
Bludgeoning
|
— | — | — |
One-Handed
You use one hand to wield this weapon. Spellreach
For each spellreach value Increase the range of magic missiles spell by 100% Increase the range of explosion and bombartment spells by 50% increase the range of augment and debuff by a 25% Value: 1 |
1,250 - 1,900 gp |
| Ranged | ||||||||||
| Dart | Base | — | Ranged | 1D4 |
Piercing
|
15 | 40 | 75 |
Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D6 Thrown
This weapon can be thrown without disadvantage. |
11 - 16 gp |
| Light Crossbow | Base | — | Ranged | 1D8 |
Piercing
|
50 | 120 | 600 |
Ammunition
This weapon requires ammunition to use Load
This weapon requires a stated amount of Action Points to reload Value: 1 Two Handed
You use two hands to wield this weapon. Volley
When your target is 15ft or less and attacking with this weapon you get a -2 to attack rolls |
4 - 6 gp |
| Shortbow 1 variant | Base | — | Ranged | 1D6 |
Piercing
|
40 | 100 | 440 |
Ammunition
This weapon requires ammunition to use Two Handed
You use two hands to wield this weapon. |
6 - 10 gp |
|
↳
Turami’s Tucope Strike Bow
|
Variant | Shortbow | Ranged | 1D6 |
Piercing
|
45 | 130 | 600 |
Agile
You reduce MAP by the stated agile amount Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: D4 Two Handed
You use two hands to wield this weapon. |
40 - 59 gp |
Special Weapons
| Name | Kind | Base | Range Type | Damage | Damage Types | Effective | Sub-optimal | Maximum | Traits | Estimated Value |
|---|---|---|---|---|---|---|---|---|---|---|
| Melee | ||||||||||
| Fanblade | Base | — | Melee | 1D6 |
Slashing
|
— | — | — |
Agile
You reduce MAP by the stated agile amount Lethal
When armor is reduced to 0 by your armor piercing. You do bonus damage equal to the stated type. Value: 1D6 Light
This weapon is lightweight One-Handed
You use one hand to wield this weapon. Parry
This weapon provides a bonus to parrying attacks. |
400 - 600 gp |