07.04 Rd6 Gear: Weapons (Fantasy, TL 1-4)
Most muscle-powered weapons are melee weapons. Swords, knives, brass knuckles, clubs, and so on are all examples. All of these weapons require Strength: Melee Weapons to use. GM may allow characters to employ untrained such simple ones as sticks with only the Strength attribute. Edged or pointed weapons do half damage when used to bludgeon instead of cut.
Melee Weapons
Weapon | Damage | Price | Handed | Min Str | Min TL | Attributes |
---|---|---|---|---|---|---|
Awl | STR+2 | 0 | 1 | 1D | 1 | |
Arrow, crossbow bolt, dart | STR+1 | 0 | 2 | 2D | 2 | |
Axe, Battle | STR+3D | 2 | 2 | 3D | 2 | |
Ball & Chain | STR+2D | 1 | 2 | 2D | 2 | |
Brass knuckles | STR+1D+1 | 1 | 1 | 1D | 4 | |
Bullwhip | STR+1D | 1 | 1 | 1D | 2 | Reach 1; Entangle: 2, Break: 2 |
Club, Heavy nonspiked | STR+1D+1 | 1 | 2 | 2D | 1 | |
Club, Light nonspiked | STR+3 | 1 | 1 | 1D | 1 | |
Club, Heavy spiked | STR+1D+2 | 1 | 2 | 2D | 2 | |
Club, Light spiked | STR+1D | 1 | 1 | 1D | 2 | |
Hatchet | STR+1D+1 | 1 | 1 | 1D | 2 | |
Halberd | STR+3D | 2 | 2 | 2D+1 | 2 | |
Katana | STR+3D | 2 | 2 | 2D | 3 | |
Knife, Small | STR+2 | 0 | 1 | 1D | 1 | |
Knife, Medium (dagger) | STR+1D | 0 | 1 | 1D | 1 | |
Mace, Light | STR+3 | 1 | 1 | 1D | 2 | |
Mace, Heavy | STR+1D+1 | 1 | 2 | 2D | 2 | |
Morning star | STR+3D | 2 | 1 | 2D | 2 | |
Manrikigusari | STR+1D+2 | 1 | 2 | 1D | 3 | Entangle: 3, Break: 4 |
Net, Chain | STR+1 | 1 | 2 | 2D | 2 | Entangle: 4, Break: 6 |
Net, Rope | – | 0 | 2 | 1D | 2 | Entangle: 3. Break: 2 |
Nunchaku | STR+1D+2 | 1 | 1 | 2D | 2 | |
Quarterstaff | STR+1D+2 | 1 | 2 | 2D | 1 | Reach 0.5 |
Rapier | STR+2D | 1 | 1 | 1D | 1 | Reach 0.5 |
Sai | STR+1D+1 | 1 | 1 | 1D | 2 | |
Sap | STR+1D | 1 | 1 | 1D | 2 | |
Spear, metal tip | STR+2D | 2 | 2 | 2D | 2 | Reach 1 |
Stake | STR+2 | 0 | 1 | 1D | 1 | |
Stiletto | STR+1D | 0 | 1 | 1D | 2 | |
Sword, broad | STR+2D+2 | 2 | 1 | 2D | 3 | Reach 0.5 |
Sword, long | STR+2D+2 | 2 | 1 | 2D | 3 | Reach 0.5 |
Sword, short | STR+1D+2 | 1 | 1 | 1D | 3 | |
Sword, two-handed | STR+3D+1 | 1 | 2 | 3D | 3 | Reach 0.5 |
Tonfa | STR+1D+1 | 2 | 1 | 1D | 3 | Reach 1 |
Trident | STR+1D+2 | 2 | 2 | 2D | 3 | Reach 1 |
War hammer | STR+3D | 1 | 2 | 3D | 2 |
Whips
A whip is a long braided strip of leather attached to a handle. When a character uses it to strike a target, determine the success with the Strength: Melee Weapons skill. A whip can also be used to entangle an opponent with it’s Reach. The character uses Strength: Melee Weapons as well and if successful, the whip wraps about the target. If it’s unsuccessful, the target takes full damage.
It can also be used to disarm opponents (as a called shot) or to swing over pits or other openings. To swing with the whip, the character makes a Difficult (3) Strength: Melee Weapons to catch the whip around a projection overhead that can support his weight. (The GM may include modifiers depending on the conditions.)
Missile & Thrown Weapons
Weapon | Damage | Range (Short/Medium/Long) | ROF | Handed | Min STR | Attributes | Price |
---|---|---|---|---|---|---|---|
Blowgun | D2 | 25/50/100 | SS | 2 | 1D | 0 | |
Bow, Long | STR+2D+2 | 65/130/260 | SS | 2 | 2D | 2 | |
Bow, Short | STR+1D+2 | 50/100/200 | SS | 2 | 1D | 1 | |
Crossbow, Light | 4D | 50/100/200 | SS | 2 | 2D | 1 | |
Crossbow, Heavy | 4D+1 | 75/150/300 | SS | 2 | 3D | Reload 1 | 2 |
Crossbow, Pistol | 3D+2 | 10/20/40 | SS | 1 | 2D | 2 | |
Sling | STR+1D | 5/10/20 | SS | 1 | 1D | 0 | |
Boomerang | STR+1D+1 | 25/50/100 | SS | 1 | 1D | 2 | |
Spear/Javelin | STR+2D | 10/20/40 | SS | 2 | 1D | Reach 1 | 1 |
Throwing dagger | STR+1D | 5/10/20 | SS | 1 | 1 | 0 | |
Throwing star | STR+1D | 5/10/20 | SS | 1 | 1 | 1 |
Gunpowder Weapons
Not every fantasy setting includes the invention of gunpowder, but for those that have, here are a few weapons using that propellant. The guns rely on marksmanship for their accuracy, while the black powder bomb needs throwing to loft it to a new location.
Note that both muskets are quite heavy, requiring a wooden rest to allow proper aiming. Anyone not using a rest must take a multi-action, using one action to lift the gun (Strength: lifting) and one to fire the weapon.
Type | Damage | Range (S/M\L) | ROF | Handed | Min STR | Attributes | Price | |
---|---|---|---|---|---|---|---|---|
Arquebus Musket | Long Rifle | 3D+2 | 10/20/40 | 1 | 2 | 2D | Reload 4 | 3 |
Blunderbuss | Light Rifle | 4D | 12/24/48 | 1 | 2 | 1D | Reload 4 | 2 |
Wheellock Musket | Long Rifle | 4D | 15/30/60 | 1 | 2 | 2D | Reload 4 | 3 |
Wheellock Pistol | Large Pistol | 3D+1 | 5/10/20 | 1 | 1 | 1D | Reload 4 | 3 |
Flintlock musket | Long Rifle | 3D+2 | 25/50/100 | 1 | 2 | 2D | Reload 4 | 2 |
Black Powder Bomb | Bomb | 6D | 5/10/20 | 1 | 2 | 2D | BR3 | 2 |
Arquebus
Also known as the matchlock musket, the arquebus is a simple weapon with a wooden stock and heavy iron barrel. It varies in length from 1.2 to 1.8 meters or more and weighs nine kilograms. The weapon is a simple muzzle-loader; in other words, the firer must load powder charge, wadding, and shot down the barrel, then tamp it down using a ramrod. Once the weapon is loaded, the firer ignites the powder with a device called a matchlock. This holds a burning match – often a slow-burning piece of thin cord – at the upper end, and a lever or trigger at the lower end. By pulling the lever or trigger, the firer swings the match smoothly on to the touchhole, igniting the powder. This musket each require 4 rounds to reload.
Wheellock Musket/Pistol
The wheellock involves iron pyrites scraping against a wheel that turns when the trigger is pulled, igniting a spark that sets off the primer. The musket is about 1.2 to 1.8 meters in length, and 10 kilograms in weight, while the pistol is 15 centimeters and a little more than 3.5 kilograms in weight. Wheellock pistols are commonly carried in a brace of two, alongside the sword, and are of great use against armored foes. Like the matchlock musket, the wheellock musket requires a stand to aim correctly. The pistol and the musket each require 4 rounds to reload.
Black Powder Bomb
This bomb consist of melon-sized pottery ball filled with black powder. A fuse protrudes from the ball, and when the fuse burns down, the ball explodes, usually with a big enough boom to knock down most monsters.