ARRGS – Equipment

Weapons

Base Dmg: The amount of damage inflicted by a weapon used by a Medium sized individual. If a weapon of a larger size is needed (for larger individuals), then increase or decrease the Base Damage by 1 for each size category bigger or smaller than Medium

Crit: The critical range and critical damage used by the weapon

Rng: The range increment in squares.

Wt: The weight of the item in pounds

Dmg Type: The type of damage inflicted by the weapon; Bludgeoning, Piercing, Slashing, Acid, Cold, Electricity, Fire, Sonic, etc. B = Bludgeoning, P = Piercing, S = Slashing

Special: Any special properties the weapon might possess, listed below:

  • Brace: This special property may only be applied to Melee weapons with the Piercing Damage Type. A weapon with this property may add their Critical Damage to the Base Damage of any successful attack used by the target of a Charge Manoeuvre against the person performing the Charge Manoeuvre, during their Charge Manoeuvre (requiring a Ready Manoeuvre or Immediate Action to perform an Attack Manoeuvre). If the attack in question scores a critical hit then the Critical Damage is added again. Craft Cost: +20%. Craft DC: +5
  • Broken: This special property is applied whenever an item suffers damage equal to half of its total durability. An item with this property incurs a -2 Item penalty to all checks made when using this item.
  • Charge: This special property may only be applied to Melee weapons with the Piercing Damage Type. A weapon with this property may add their Critical Damage to the Base Damage of any successful attack made as part of a Charge Manoeuvre. If the attack in question scores a critical hit then the Critical Damage is added again. Craft Cost: +20%. Craft DC: +5
  • Cold Forged: This special property may only be applied to iron or part iron items. Items with this property increase their durability by +2 and exploit the Vulnerabilities of creatures with the Fey type. Craft Cost: +10%. Craft DC: +20
  • Composite: This special property may only be applied to bows (not crossbows). Bows with this property are made out of a composite of materials that increase the Damage and Critical Damage of the bow by +1. Craft Cost: +20%. Craft DC: +5
  • Disarm: Weapons with this property usually have a hook or edge specially designed to catch weapons so they can be flung away. It is most often applied to polearms or axes, but can also be applied to thrown weapons (such as a boomerang) or even a shield. An item with this property grants  +1 Item bonus to all Disarm Manoeuvres made using this item. Craft Cost: +10%. Craft DC: +2
  • Finesse: Weapons with this property are perfectly balanced. The wielder of a weapon with this property may use his Agility modifier on Attack checks and in place of his Body modifier.  Craft Cost: +10%, Craft DC: +2.
  • Heavy: Weapons with this property may not be wielded with only one hand (they require 2 or more to wield correctly).
  • Light: Weapons with this property may only be wielded in one hand.
  • Masterwork: Weapons with this property are excellent examples of craftsmanship, they increase the Base Damage of the weapon by +1. Craft Cost: +50%, Craft DC: +10.
  • Missile: Weapons with this property are classed as missile weapons and use the Missile Weaponry skill for all checks.
  • Penetration: This property can only be applied to missile weapons. When attacks with this weapon are made within the first range increment, they inflict 150% damage and Critical Damage. Craft Cost: +50%, Craft DC: +10.
  • Reload [n]: Weapons with this property are complex to reload and require a certain number of Action Points to reload as indicated in the parenthesis.
  • Silvered: This weapon is coated in silver or is impregnated with silver so that it counts as a Silver weapon when used against undead, certain outsiders, and were-creatures. Craft Cost: +50%, Craft DC:+10
  • Spell Focus: This weapon has been specially crafted to all arcane energies to pass through it, as a result it can be used as a Spell Focus. All wands automatically have the Spell Focus property. Craft Cost: +20%, Craft DC: +5
WeaponDMGCritrngThreatWTdmg TypeSpecialWeapon group
Arbalest419-20, 520 sq8 lbPMissile, Penetration, Reload [2]Crossbow
Axe, Battle356 lbSAxe
Axe, Hand243 lbSAxe, Basic
Axe, Throwing232 sq2 lbSAxe, Thrown
Bardiche46+114 lbSHeavyPolearm
Bill36+111 lbP, SDisarmPolearm
Bow, Long3520 sq3 lbPMissileBow
Bow, Short2412 sq2 bPMissileBow
Club234 lbBBasic, Hammer
Crossbow319-20, 410 sq4 lbPMissile, Penetration, Reload [1]Crossbow
Dagger219-20, 32 sq1 lbP, SFinesse, LightBasic, Blade, Thrown
Halberd35+112 lbP, SBrace, Heavy, TripPolearm
Mace345 lbBHammer
Shield, Round235 lbBLightBasic
Shield, Heater347 lbBBasic
Sling2310 sqBMissileBasic
Spear354 sq+17 lbPBracePolearm
Spell Focus346 sqSpecialForceNonlethalBasic
Staff34+14 lbBBasic
Sword, Arming319-20, 43 lbSFinesseBlade
Sword, Long419-20, 55 lbSBlade
War Hammer355 lbB, PHammer

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