New Weapons and Weapon Changes
Melee Weapons
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STR req.
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Skill level
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Damage
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Shield Dam.
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Speed (Jab)
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Size
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Jab Special
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Reach
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Type
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MancatcherAT
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10
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High
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special
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-
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15
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L
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See text
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8
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P
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Net (whipping)A
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11
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Med
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d3
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-
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7 (5)
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L
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-
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5 feet
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C
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RapierB
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5
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Med
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2d6p3
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-
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9 (6)
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M
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2d4
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3 feet
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P
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Sickle (militarized)A
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4
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Mini
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d6p+d3p
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-
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8
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S
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-
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1.5 feet
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H
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Two-Handed WarhammerT
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12
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Med
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2d6p+
1d12p+32
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2d6p+3
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16
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L
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-
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3 feet
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B
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Ranged Weapons
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Bolas
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9
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Med
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d4p
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0
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10
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M
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-
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-
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E
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LassoTA
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7
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High
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0
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-
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15
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L
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-
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-
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E
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Net (retiarius)TA
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11
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Med
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0
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-
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20
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L
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-
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-
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E
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WhipA
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3
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Med
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4d3p4
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-
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13 (7)
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M
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2d4
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-
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H
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3 -2 damage against heavy armored opponents
4 Loses penetration vs armored opponents
B treated as a buckler against Strike the Weapon
A has auxiliaries rules, refer to this sheet or Zealot’s Guide
Ranged Weapons Ranges
Whip
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Net (retiarius)
| ||
5-10
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d20p
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5-10
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d20p
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11-15
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d20p-4
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Bolas
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Lasso
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5-20
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d20p
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5-20
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d20p
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21-40
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d20p-4
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21-40
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d20p-4
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41-50
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d20-6
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41-50
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d20-6
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Hand Axe/Throwing Axe
Hand axes and throwing axes are now considered the same weapons. You'll need to purchases the throwing axe proficiency but any Specializations or Talents apply to both, though you don't gain any bonus damage from them while throwing, even at a jog or run.
You can switch between either at anytime you are in combat, but remember that if you already have them out it still takes 5 seconds to aim before throwing.
Battle Axe
This is a two handed weapon but doesn't suffer the penalty to speed or the bonus damage. It can be paired with a buckler but attacking Aggressively negates the shield bonus.
Crossbows
These long range death dealers aren’t built for speed but they do have several distinct advantages over their brothers. The first is that when steadied against something, either the ground or a tripod of some sort, the penalties for Called Shots are halved, this stacks with the talent.
The second is that the specialization for the crossbow works different, with the user being able to only specialize in Attack, with the option to also put points in Speed. This means that you can specialize up to +5 to Attack in the crossbow while having no specialization in Speed. If you do, however, chose to put points into Speed, the effective bonus is doubled. So a +2 to Speed would lower the crossbows RoF by 4 seconds.
Knife/Throwing Knife
Knives and throwing knives are now considered the same weapons. You'll need to purchases the throwing axe proficiency but any Specializations or Talents apply to both, though you don't gain any bonus damage from them while throwing, even at a jog or run.
You can switch between either at anytime you are in combat, but remember that if you already have them out it still takes 5 seconds to aim before throwing.
Flails
You roll a d20p-4 when defending against a flail, even if you're using a shield. Regular flails now also come in an additional variety:
Peasant flail: +2 to reach, it requires two hands giving it a +3 to damage and +2 to speed.
Military Pick/Warhammer
The Military pick and the warhammer are the same weapon, it just comes down to what side of the head you are using. Any Specializations or Talents apply to both. It takes 2 seconds to switch sides.
Scourge
The scourge is particularly effective at triggering ToP saves. Any damage done with the scourge counts as double when considering whether it triggers a ToP, however, if it only triggers one because of this fact, the defender tries to get under his full Con score, instead of the standard half.
This ability to negated by armor.
Two-Handed Sword
Arguably the worst weapon, the two handed sword now has one thing in it's favor.
The two handed sword now has a jab attack with a speed 12 and damage of a d12.
Glaive
Glaives have 1 less damage die and get a +1 to their speed.
Whips
The whip is particularly effective at triggering ToP saves. Any damage done with the whip counts as double when considering whether it triggers a ToP, however, if it only triggers one because of this fact, the defender tries to get under his full Con score, instead of the standard half.
This ability to negated by armor.
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