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 Auxiliary and Melee Weapons

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Join date : 2018-01-13

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PostSubject: Auxiliary and Melee Weapons   Auxiliary and Melee Weapons I_icon_minitimeSun Jan 14, 2018 3:49 am

Auxiliary and Melee Weapons
Melee weapons are weapons that are intended to be used at close range, or less than a single space away. Despite lacking range, most are fairly powerful, and otherwise tend compensate in some way. Due to the close range of the weapons and the intuitive ease of their use, every melee weapon has an additional +1 bonus to all rolls made to targeted locations, such as an arm or a leg. Melee weapons tend to target a different type of armor than projectile weapons, although they are subject to defense.


Like firearms, the weapons below essentially serve as generic stand in's for other weapons of their "type". So, a machete could serve as a Khukri, or a hammer as a pipe etc. Improvised weapons function as normal, unless otherwise specified.



Small
-Combat Knife
-Brass Knuckles
-Stun Baton


Large
-Khukri - Machete - Sword
-Axe
-Crobwar - Club
-Pipewrench - Heavy Club
-Spear


Ranged
-Bow and Arrow
-Crossbow


Last edited by Admin on Sun Jan 14, 2018 3:54 am; edited 4 times in total
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PostSubject: Re: Auxiliary and Melee Weapons   Auxiliary and Melee Weapons I_icon_minitimeSun Jan 14, 2018 3:50 am

Combat Knife
-Damage: +2L (1L) 
-Armor piercing: 2 
-Strength level: 1
-Size: 1/S
-Durability: 3 
-Weight: 1 lb
-Initiative Modifier: 4
-Extra Capabilities: The weapon is considered aerodynamic, and uses it's damage for being thrown, rather than it's size. 

Khukri - Machete - Sword
-Damage: +3L (1L) (9 again), (Successes on 7)*
-Armor piercing: 2, 3
-Strength level: 2
-Size: 2/S
-Durability: 4
-Weight: 2.5 lb
-Initiative Modifier: 4
-Extra Capabilities: The weapon is particularly effective in the hands of a skilled user. If they possess weaponry 4 or higher, the weapon gains the success on 7 quality but loses the 9 again quality, and gains an armor piercing rating of 3. 

Axe
-Damage: +3L (1L) (8 again)
-Armor piercing: 2
-Strength level: 3
-Size: 2/S
-Durability: 4
-Weight: 3.5 lb
-Initiative Modifier: 4
-Extra Capabilities: The weapon gains an additional success on any successful attempt to damage an object, and ignores 1 point of durability.
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Pipe Wrench - Heavy Club
-Damage: +3B (2B) 
-Armor piercing: 1
-Strength level: 3
-Size: 2/L
-Durability: 3 
-Weight: 5 lb
-Initiative Modifier: 2
-Extra Capabilities: The weapon has a special charging ability. By sacrificing an attack action on your first turn, you can charge the weapon, and gain a bonus on your next attack. This is equal to a +3(1B) damage bonus, and gives the weapon an armor piercing rating of 2. 


Crowbar - Light Club
-Damage: +4B (2B), (9 again)
-Armor piercing: 1
-Strength level: 2
-Size: 2/S
-Durability: 3 
-Weight: 3.5 lb
-Initiative Modifier: 2 
-Extra Capabilities: 


Stun Baton
-Damage: +3B (1B)
-Armor piercing: 0
-Strength level: 1
-Size: 1/S
-Durability: 3 
-Weight: 3.5 lb
-Initiative Modifier: 6
-Extra Capabilities: If the weapon does more damage than the individual's stamina, the individual is stunned for a number of turns equal to the successes exceeding the stamina. Alternatively, the weapon can do no damage, utilizing it's tazer effect; instead, the successes rolled stun the target for a turn, for each success



Brass Knuckle - Shuko
-Damage: +2B (1B), (9 again)
-Armor piercing: 0
-Strength level: 1
-Size: 1/S
-Durability: 3 
-Weight: 1 lb
-Initiative Modifier: 2 
-Extra Capabilities: The weapon uses the brawling skill, rather than the weaponry one. It can be used to provide it's bonuses on any brawling attack or grappling roll. In addition, the damage can be converted to lethal if you so choose.

Spear
-Damage: +3L (1L)
-Armor piercing: 2
-Strength level: 2, Two-handed
-Size: 3/L
-Durability: 3 
-Weight: 4.5 lb
-Initiative Modifier: 2 
-Extra Capabilities: If used on a running attack, the damage turns to lethal, and the weapon gains armor piercing 2. The character needs to run more than 5 feet to qualify for a running attack. The weapon also has an additional reach capability, which allows it to be used beyond melee range, the equivalent of over 1 yard away.


Bow and Arrow
-Damage: (Strength), (1L), (2L), (3L)
-Range: (Size + Strength + Athletics)x4 for short range
-Armor piercing: 1, 2, 3
-Action: Single shot
-Strength Rating: (Strength)
-Size: (Strength)
-Durability: 3 
-Round Capacity: 1
-Weight: 3 x Strength 
-Initiative Modifier: +2
-Overheating: N/A 
-Extra Capabilities: The weapon is capable of firing a wider variety of specialty rounds, and it's range and size are dependent on the capabilities of the users, rather than the weapon itself. At strength 3, the weapon's damage increases to 2L, and at strength 5 it increases to 3L. The weapon uses either firearms or weaponry, and dexterity for the attack roll.

Crossbow
-Damage: +3L (1L)
-Range: 50/100/200
-Armor piercing: 3, 1
-Action: Single shot
-Strength Rating: 3
-Size: 2/L
-Durability: 3 
-Round Capacity: 1
-Weight: 8.5 lb
-Initiative Modifier: +2
-Overheating: N/A 
-Extra Capabilities: The weapon takes either a move or combat action to be reloaded. Furthermore, any hit through armor with the attack causes bleed-out, irregardless of the damage or targets stamina. Against non-armor objects, it's armor piercing rating drops to 1.
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