Weapons

Weapons

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Weapons are not split into proficiency types, instead, simple, martial, or exotic proficiency in a weapon refers to how good you are with that weapon.

Martial Weapon proficiency is bought for entire weapon groups (as grouped below) as a single feat while Exotic Weapon Proficiency is bought for a single weapon per feat, the only exception to this is Exotic Proficiency (improvised weapon), which applies to the entire group.

Groups are Axes, Bludgeons, Bows, Close Weapons, Crossbows, Hammers & Picks, Heavy Blades, Light Blades, Polearms, Spears, Improvised Weapons, Handguns, Shotguns, Longarms, Explosives, Heavy Weapons, and Energy Weapons.

Axes

Axe, Battle 10 caps, 6 lbs, slashing damage.
This is the famous one-handed Viking Axe. Weapons of this type include the Indian parashu; large examples include the Danish axe and the dwarven war axe.

  • Simple: Two handed melee, or one handed melee with -4 competence penalty to attacks, 1d8/x3.
  • Martial: One handed melee, 1d8/x3 and two-handed melee, 1d10/x3.
  • Exotic: One handed melee, 1d10/x3.

Axe, Hand 6 caps, 2 lbs, slashing damage.
An incredibly versatile weapon and tool, the hand axe can be thrown or used in melee, and can be used to make tripping attacks. Includes the hatchet and the tomahawk.

  • Simple: One handed melee and ranged (10 ft.), 1d6/x2.
  • Martial: Light melee and ranged (10 ft.), 1d6/x3, trip.
  • Exotic: Light melee and ranged (20 ft.), 1d6/x3, disarm, trip.

Axe, Great 20 caps, 12 lbs, slashing damage.
Includes all heavy, two-handed axes without reach, such as the bardiche and Lochaber axe.

  • Simple: Two handed melee, -4 competence penalty to attacks, 1d10/x3.
  • Martial: Two handed melee, 1d12/x3.
  • Exotic: Two handed melee, 2d8/x3.

Glaive 8 caps, 8 lbs., slashing damage.
A glaive is a simple blade, mounted to the end of a pole. Similar reach weapons such as the Japanese naginata, the pollaxe (or “poleaxe”), the couteau de brèche, and the voulge can all be treated as glaives. The trip function of the Exotic proficiency can be accomplished by adding a hood to the back, creating a glaive-guisarme, whereas the added damage option for Exotic use supersedes the heavy poleaxe from Complete Warrior. An Exotic wielder with Shorten Grip option and the Two-Weapon Fighting feat can use a glaive as a double weapon, striking with the butt as if it were a staff.

  • Simple: Two handed melee, -4 competence penalty to attacks, 1d10/x3, reach.
  • Martial: Two handed melee, 1d10/x3, reach.
  • Exotic: Two handed melee, 1d10/x3, feat (Shorten Grip), reach, trip; or two handed melee, 2d6/x3, reach.

Halberd 10 caps, 6 lbs, slashing or piercing damage.
The halberd consists of an axe blade topped with a spike mounted on a long shaft. It always has a hook on the back side of the axe blade for grappling mounted combatants. A halberd can be used to perform trip attacks, and can be braced against an enemy charge.

  • Simple: Two handed melee, -4 competence penalty to attacks, 1d10/x2, brace.
  • Martial: Two handed melee, 1d10/x3, brace, trip.
  • Exotic: Two handed melee, 1d10/x3, brace, feat (Lunge), trip.

Blades, Heavy

Scythe 18 caps, 6 lbs, slashing damage.
A scythe consists of an S-shaped wooden shaft with a long, curved blade set perpendicular to it. Although capable of dealing horrendous wounds, it is a clumsy weapon except in well-trained hands.

  • Simple: Two handed with -4 competence penalty to attacks melee, 2d4/x3.
  • Martial: Two handed melee, 2d4/x3, trip.
  • Exotic: Two handed melee, 2d4/x4, trip.

Sword, Bastard 35 caps, 4 lbs, slashing damage.
The bastard sword is similar to the long sword, but with a 4-ft. blade and longer handle allowing better leverage with two-handed blows; it is often referred to as a “hand-and-a-half sword.” Smaller claymores are bastard swords (larger ones can be treated as great swords).

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d10/19-20.
  • Martial: Two handed melee, 1d10/19-20.
  • Exotic: One handed melee, 1d10/19-20, and two-handed melee, 1d10/18-20 or special (1d10/19-20 and 2d8/19-20 against Large or larger opponents).

Sword, Broad 15 caps, 4 lbs., slashing damage.
True broadswords—such as the schiavona, the falcata, the backsword, the hanger, the Scottish broadsword, and the German Großes Messer—use the sword’s weight to add power to the blow. You can’t wield a broadsword in two hands in order to apply 1½ times your Strength bonus to damage.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d8/19-20.
  • Martial: One handed melee, 1d8/19-20.
  • Exotic: One handed melee, 1d8/19-20/x3.

Sword, Exotic 75 caps, 6 lbs., slashing damage.
From the German Kriegsmesser to the Japanese Katana, any hand-and-a-half sword with a curved blade falls under the exotic sword heading.

  • Simple: Two handed melee with -4 competence penalty to attacks, 2d4/18-20.
  • Martial: Two handed melee, 2d4/18-20.
  • Exotic: One handed melee, 1d8/18-20; or two handed melee, 2d4/18-20 and finesse; or two handed melee, 2d6/18-20.

Sword, Great 50 gp, 5 lbs, slashing damage.
The great sword includes the two-handed sword or Zweihänder, and also the Japanese no-dachi.

  • Simple: Two handed melee with -4 competence penalty to attacks, 2d6/x2.
  • Martial: Two handed melee, 2d6/19-20.
  • Exotic: Two handed melee, 2d6/19-20 and 3d6/19-20 against Large or larger opponents.

Sword, Standard 15 caps, 3 lbs., slashing and piercing damage.
The standard sword is a multipurpose cutting and thrusting weapon, generally with a straight blade approximately 3 ft. long. The cruciform arming sword, the knight’s sword, the side-sword, the Walloon sword, the mortuary sword used in the English Civil War, the Viking sword, the Chinese jian, and the Roman spatha are all represented by longsword statistics. You can’t wield a standard sword in two hands in order to apply 1½ times your Strength bonus to damage.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d8/19-20.
  • Martial: One handed melee, 1d8/19-20.
  • Exotic: One handed melee, 1d8/18-20, Finesse; or one handed melee, 1d8/19-20 and 1d12/19-20 vs. opponents of size Large or larger.
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    Sword, Scimitar 15 caps, 2.5 lbs., slashing damage.
    Any single-handed, curved sword that is lighter than a broadsword, such as the sabre, the Russian shashka, the Indian tulwar, the Chinese dao, the Persian shamshir, and the Turkish yataghan, can be considered a scimitar. The curve allows more momentum to be focused on a single point along the blade, accounting for the weapon’s excellent critical range. You can’t wield a scimitar in two hands in order to apply 1½ times your Strength bonus to damage.
  • Simple: One handed melee with -4 competence penalty to attacks, 1d6/19-20.
  • Martial: One handed melee, 1d6/18-20.
  • Exotic: One handed melee (Light melee for purposes of Two-Weapon Fighting), 1d6/18-20, Finesse.

Chainsaw 70 caps. 10 lbs., slashing damage.
Originally developed for use as tools, chainsaws work remarkably well as weapons and are often used by lunatics or those who want to intimidate their enemies. A chainsaw consists of a weighty housing for the engine and power source that is fitted with two handles, and a 2- to 3-foot-long blade extending from the front, around which a whirling, buzzing chain of razor-sharp cutting links spins at blinding speed when the weapon is activated. It’s a standard action to activate a chainsaw, and doing so consumes a charge of power. The chainsaw continues to run constantly after activation, draining an additional charge each hour. A dropped chainsaw automatically turns off unless it is set down carefully as a move action. The buzzing of a chainsaw’s blade is loud and distracting (but not deafening), causing anyone carrying an activated chainsaw to take a -10 penalty on Stealth checks. An activated chainsaw grants a proficient user a +2 morale bonus on Intimidate checks.

  • Simple: Two handed melee with -4 competence penalty to attacks, 2d6/x2.
  • Martial: Two handed melee with -4 competence penalty to attacks, 2d6/19-20.
  • Exotic: Two handed melee, 2d6/18-20.

Blades, Light

Dagger 2 caps, 1 lb, piercing or slashing damage.
Any weapon with a blade about a foot in length – including a Scottish dirk, an Indonesian kris, a French poignard, etc. Most knives can be treated as daggers as well, only dealing primarily slashing damage. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.

  • Simple: Light melee, 1d4/19-20.
  • Martial: Light melee and ranged (10 ft.), 1d4/19-20
  • Exotic: Light melee, 1d4/19-20 and feat (Bleeding Critical); ; and light ranged (10 ft.), 1d4/19-20.

Kukri 8 caps, 1-2 lbs, slashing damage.
The kukri, or “Gurkha knife,” has a large, curved blade, with the cutting edge on the inside of the curve.

  • Simple: Light with -4 competence penalty to attacks, 1d4/18-20.
  • Martial: Light, 1d4/18-20.
  • Exotic: Light, 1d6/18-20 and feat (Lunge).

Cutlass 15 caps, 2 lbs., slashing damage.
A small cutlass includes any slashing weapon larger than a simple knife but smaller than a full-sized sword. Examples include the machete, the Philippine bolo, the Malaysian parang, the Old English seax, the Arabic jambiya, and the Japanese wakizashi. You can’t wield a cutlass in two hands in order to apply 1½ times your Strength bonus to damage.

  • Simple: One handed melee, 1d6/x2.
  • Martial: Light melee, 1d6/19-20.
  • Exotic: Light melee, 1d6/18-20; and one handed thrown (10 ft.), 1d6/19-20.

Sickle 6 caps, 2 lbs., slashing damage.
The sickle, derived from the grain cutting tool, is a wooden handle with a short, curved blade. Examples include the Japanese kama.

  • Simple: Light melee, 1d6/x2.
  • Martial: Light melee, 1d6/19-20, trip.
  • Exotic: Light melee, 1d6/18-20, trip.

Sword, Rapier 20 caps, 2 lbs., piercing damage.
The rapier is a long, thin sword, usually with no cutting edge; variants include the estoc. You can’t wield a rapier in two hands in order to apply 1½ times your Strength bonus to damage.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d6/19-20.
  • Martial: One handed melee, 1d6/18-20, Finesse.
  • Exotic: One handed melee, 1d6/18-20, Disarm, Finesse and feat (Lunge).

Sword, Short 10 caps, 1 lb., piercing ot slashing damage.
Typically, this category consists of any thrusting blade longer than a dagger, but shorter than a full-sized sword; the Roman gladius is an excellent example, as is the U.S. Model 1832 foot artillery sword. Larger cinqueadea daggers also qualify. You can’t wield a shortsword in two hands in order to apply 1½ times your Strength bonus to damage.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d6/19-20.
  • Martial: Light melee, 1d6/19-20.
  • Exotic: Light melee, 1d8/19-20.

Sword, Small 10 gp, 1 lb., piercing damage.
The small sword or smallsword (also court sword, French épée de cour or dress sword) is a light weapon designed for thrusting which evolved out of the longer and heavier rapier of the late Renaissance. You can’t wield a smallsword in two hands in order to apply 1½ times your Strength bonus to damage.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d6/19-20, Finesse.
  • Martial: Light melee with -4 competence penalty to attacks, 1d6/18-20.
  • Exotic: Light melee, 1d6/18-20, feat (Lunge).

Ripper 60 caps. 3 lbs., slashing damage.
Originally developed for use as tools, rippers work remarkably well as weapons and are often used by lunatics or those who want to intimidate their enemies. A ripper consists of a weighty housing for the engine and power source that is fitted with two handles, and a 2- to 3-foot-long blade extending from the front, around which a whirling, buzzing chain of razor-sharp cutting links spins at blinding speed when the weapon is activated. It’s a standard action to activate a ripper, and doing so consumes a charge of power. The ripper continues to run constantly after activation, draining an additional charge each hour. A dropped ripper automatically turns off unless it is set down carefully as a move action. The buzzing of a ripper’s blade is loud and distracting (but not deafening), causing anyone carrying an activated ripper to take a -5 penalty on Stealth checks. An activated ripper grants a proficient user a +2 morale bonus on Intimidate checks.

  • Simple: One handed melee with -4 competence penalty to attacks, 2d4/x2.
  • Martial: One handed melee with -4 competence penalty to attacks, 2d4/19-20.
  • Exotic: Light melee, 2d4/18-20.

Bludgeons

Club, Great 5 caps, 6 lbs, bludgeoning damage.
The great club is simply a heavy, two-handed club. Fancy versions might be bound in iron and set with metal studs, like the Japanese tetsubo or kanabo.

  • Simple: Two handed melee, 1d10/x2.
  • Martial: Two handed melee, 1d10/x3.
  • Exotic: Two handed melee, 1d10/x4.

Club, Heavy 2 caps, 2.5 to 4 lbs, bludgeoning damage.
Heavier bludgeons, such as an Iroquois war club, a baseball bat, an Irish shillelagh, a Japanese bokken (wooden practice sword) – or even a length of metal pipe – fall under this category. A heavy club can be swung two-handed to gain 1½ times your Strength bonus on damage.

  • Simple: One handed melee, 1d6/x2.
  • Martial: One handed melee, 1d6/x3.
  • Exotic: One handed melee, 1d6/x3, Feat (Staggering Critical); and one handed ranged, 1d6/x3, 10 ft.

Club, Light worthless, 1 to 2 lbs, bludgeoning damage.
Any lightweight bludgeon, such as a light mace, belaying pin, hanbo, knobkierrie, singlestick, Escrima stick, etc., is treated as a light club. Light clubs do not provide sufficient weight and leverage to gain additional damage from being used two-handed. Most light club styles featured training in Two-Weapon Fighting (such as with the paired sticks or the Philippine knife-and-stick) or throwing (such as the Zulu iwisa).

  • Simple: One handed melee, 1d4/x2.
  • Martial: Light melee, 1d6/x2 and feat (Two-Weapon Fighting, with two light clubs or light club and dagger only); or light melee and light ranged (10 ft.), 1d6/x2.
  • Exotic: Light melee, 1d6/x2, feat (Two-Weapon Fighting); and light ranged (10 ft.), 1d6/x2, feat (Far Shot).

Mace, Heavy 12 caps, 2 lbs. to 6 lbs., bludgeoning damage.
A mace is made up of an ornate metal head attached to a simple wooden or metal shaft. The Russian pernach and shestopyor are examples of flanged maces. The one-handed “morningstar” in the core rules is treated as a heavy mace, as the Medieval morning star (q.v.) was a two-handed pole weapon. The increased damage option for Exotic use supersedes the warmace from Complete Warrior.

  • Simple: One handed melee, 1d8/x2.
  • Martial: One handed melee, 1d8/x3.
  • Exotic: One handed melee, 1d8/x3, feat (Crippling Critical); or one handed melee, 1d12/x3.

Morning Star 8 caps, 10 lbs, bludgeoning and piercing damage.
This is an infantry weapon in the form of a thick wooden shaft up to 8 feet in length, slightly fluted toward the top, with a spiked head and topped with a stout iron spike. The Flemish goedendag and the English holy water sprinkler are examples; longer Aztec macauhuitl can also be treated as morning stars. The length of the morning star’s handle distinguishes it from the one-handed weapon described in the core rules.

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d10/x3.
  • Martial: Two handed melee, 1d10/x3, brace.
  • Exotic: Two handed melee, 1d10/x3, brace, and the long shaft allows the morning star to be used as a normal weapon (5 ft. reach) or as a reach weapon (10-ft. reach); you can switch your grip as a swift action.

Sap 1 cap, 1 lb., bludgeoning damage.
The sap, or blackjack, is essentially a sandbag, used to bludgeon opponents unconscious.

  • Simple: Light melee with -4 competence penalty to attacks, 1d6/x2 nonlethal.
  • Martial: Light melee, 1d6/x3 nonlethal.
  • Exotic: Light melee, 1d8/x3 nonlethal, feat (Stunning Critical).

Staff, Quarter worthless, 3 lbs, bludgeoning damage.
The simple staff, whether shod and weighted like the English quarterstaff, or simply made of strong bamboo, as the bo staff, is a useful double weapon.

  • Simple: Two handed melee, 1d6/x2.
  • Martial: Two handed melee double weapon, 1d6/x2, feat (Two Weapon Fighting).
  • Exotic: Two handed melee double weapon, 1d6/x3, feats (Two-Weapon Fighting and Two Weapon Defense).

Tonfa 1 cap, 2 lbs., bludgeoning damage.
Any light bludgeoning weapon with a side handle or prong in order to catch opponents’ weapons and allow for variant grips (including a billy club) can be treated as a tonfa. For example, a sai is a metal spike flanked by a pair of prongs used to trap an enemy’s weapon; though pointed, a sai is used primarily to bludgeon foes and to disarm weapons, so it falls into this category for the sake of simplicity (as does the jutte).

  • Simple: Light melee, 1d4/x2.
  • Martial: Light melee, 1d6/x2, disarm, trip.
  • Exotic: Light melee and ranged (10 ft.), 1d6/x3, disarm, trip.

Bows

The “Bows” group is also used as a catch-all for projectile weapons (such as the blowgun) that don’t belong anywhere else.
Special: Standard short bows and longbows are constructed for a person of average Strength (10-11). Strength penalties to damage apply, but not bonuses due to higher Strength unless a composite bow is used. Composite bows have a greater “pull,” and require a minimum Strength score to use. A wielder meeting or exceeding that minimum can add his or her Strength bonus to damage. Composite bows also add 10 ft. to the range increments shown.

Blowgun, Hunting 2 caps, 3 lbs, piercing damage.
The longer South American and Cherokee blowguns have a decent range, with the disadvantage of being 6 to 9 feet long and unwieldy.

  • Simple: Two handed ranged (30 ft.) with -4 competence penalty to attacks, 1d2, reload 1 full round.
  • Martial: Two handed ranged (30 ft.) with -4 competence penalty to attacks, 1d2, reload 1 move action.
  • Exotic: Two handed ranged (30 ft.), 1d2, reload 1 iterative attack.

Bow, Long 100 caps, 3 lbs, piercing damage.
Six-foot bows like the English longbow and the Japanese daikyu fall under this heading. The daikyu’s grip was off-center, allowing it to be used while mounted by a wielder with Exotic proficiency.

  • Simple: Two handed ranged (100 ft.) with -4 competence penalty to attacks, 1d8/x3, reload 1 move action.
  • Martial: Two handed ranged (100 ft.), 1d8/x3, reload 1 iterative attack.
  • Exotic: Two handed ranged (100 ft.), 1d8/x3, reload free action, or reload move action and can use while mounted.

Bow, Short 75 caps, 2 lbs, piercing damage.
A short bow is about 3 feet in length; examples include the Mongol bow and the Japanese hankyu. You can use a short bow while mounted.

  • Simple: Two handed ranged (60 ft.) with -4 competence penalty to attacks, 1d6/x3, reload 1 iterative attack.
  • Martial: Two handed ranged (60 ft.), 1d6/x3, reload free action.
  • Exotic: Two handed ranged (60 ft.), 1d8/x3, reload free action.

Close Weapons

Dagger, punching 2 caps, 1 lb., piercing damage.
A punching dagger’s blade is often attached to a horizontal handle that projects out from the fist when held. The Indian katara is an example of a punching dagger, as is the push knife. Also, the Malaysian siangham and Chinese emeici can essentially be treated as punching daggers.

  • Simple: Light melee, 1d4/x3.
  • Martial: Light melee, 1d4/19-20/x3 and feat (Bleeding Critical).
  • Exotic: Light melee, 1d4/17-20/x3 and feat (Bleeding Critical).

Gauntlet 2 caps, 1 lb., bludgeoning damage.
Any armored glove or other means of adding weight and/or hardness to a basic fist (brass knuckles, or even a simple roll of quarters) uses these statistics (e.g., the cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm, reinforced with metal plates over the fingers. An armored gauntlet or cestus gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks).

  • Simple: Light melee, 1d3/x2.
  • Martial: Light melee, 1d4/19-20.
  • Exotic: Light melee, 1d4/19-20, damage scales per Exotic proficiency in Unarmed Attacks (q.v

Gauntlet, Spiked 5 caps, 2 lbs, piercing damage.
Adding spikes to a gauntlet or cestus allows more damaging attacks, at the cost of added weight.

  • Simple: Light melee, 1d4/x2.
  • Martial: Light melee, 1d4/x3.
  • Exotic: Light melee, 1d4/x3, damage scales per Exotic proficiency in Unarmed Attacks (q.v.).

Gauntlet, Bear Trap 25 caps, 3 lbs, slashing & piercing damage.
This heavy gauntlet is made from a bear trap strapped to the user’s fist. When the user punches the target, the trap springs, “biting” into the target.

  • Simple: One-handed melee, 1d6/x2.
  • Martial: One-handed melee, 1d6/19-20.
  • Exotic: One-handed melee, 1d6/19-20, damage scales per Exotic proficiency in Unarmed Attacks (q.v.).

Gauntlet, Deathclaw 225 caps, 3 lbs, crushing & piercing damage.
A set of two to four deathclaw fingers strapped to the user’s wrist, creates a very forceful impact.

  • Simple: One-handed melee, 1d8/x2.
  • Martial: One-handed melee, 1d8/x3.
  • Exotic: One-handed melee, 1d8/x3, damage scales per Exotic proficiency in Unarmed Attacks (q.v.).

Sap
See full description under “Bludgeons.”

Unarmed Strike
At the Simple level of proficiency, unarmed strikes are basic punches, unable to deal lethal damage but not provoking attacks of opportunity. Kicks, elbows, etc. can be added to the repertoire at the Martial level, and at the Exotic level of proficiency the character is a skilled martial artist. Martial proficiency in unarmed strikes supersedes the Improved Unarmed Strike feat.

  • Simple: Light unarmed (melee), 1d3, nonlethal.
  • Martial: Light unarmed (melee), 1d4/19-20, lethal or nonlethal.
  • Exotic: Light unarmed (melee), 1d4/19-20 and your unarmed damage improves with your base attack bonus, according to the table below.
Base Attack Bonus Unarmed Damage
+1 1d4
+4 1d6
+8 1d8
+12 1d10
+16 2d6

Creatures smaller or larger than Medium size should adjust the damages shown accordingly.
Synergy: If you also have the Improved Weapon Maneuvers feat, you can make unarmed parry, bind, and disarm attempts (and sunder attempts against wooden weapons) as if you were armed.

Crossbows

Crossbows work similarly to bows, except their Strength is mechanical (through winding) rather than limited by the user’s Strength. Default mechanical strength scores are 12 (+ 1 damage) for a hand crossbow, 16 (+ 3) for a light crossbow, and 20 (+ 5) for a heavy crossbow. Crossbows can be constructed with higher mechanical strength scores (see “Spring Steel” under special materials, below), but they are expensive and difficult to produce. Some crossbows can be fired one-handed (as shown in the individual descriptions), but all of them generally require two hands to reload.

Repeating Crossbows: Repeating crossbows like the Chinese chu-ke-nu hold 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action (regardless of your level of proficiency) that provokes attacks of opportunity. Repeating crossbows have a mechanical Strength score 4 lower than normal (1d6 + 1 damage for light repeating crossbows, 1d8 + 3 for heavy repeating crossbows). Hand crossbows do not have repeating versions.

Crossbow, Hand 100 caps, 2 lbs., piercing damage.
You can draw a hand crossbow back by hand. You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. Reloading takes 2 hands.

  • Simple: Light ranged (30 ft.), 1d4+1/19-20, reload 1 move action.
  • Martial: Light ranged (30 ft.), 1d4+1/19-20, reload 1 iterative attack.
  • Exotic: Light ranged (30 ft.), 1d4+1/19-20, reload free action.

Crossbow, Heavy 50 caps, 8 lbs., piercing damage.
You draw a heavy crossbow back by turning a small winch. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls.

  • Simple: Two handed ranged (120 ft.), 1d8+5/19-20, reload 2 move actions (provokes attacks of opportunity).
  • Martial: Two handed ranged (120 ft.), 1d8+5/19-20, reload 1 move action (provokes attacks of opportunity).
  • Exotic: Two handed ranged (120 ft.), 1d8+5/19-20, reload 1 iterative attack.

Crossbow, Light 35 caps, 4 lbs., piercing damage.
You draw a light crossbow back by pulling a lever. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two weapons.

  • Simple: Two handed ranged (80 ft.), 1d6+3/19-20, reload 1 move action.
  • Martial: Two handed ranged (80 ft.), 1d6+3/19-20, reload 1 iterative attack.
  • Exotic: Two handed ranged (80 ft.), 1d6+3/19-20, feat (Focused Shot), reload 1 iterative attack.

Crossbow, Tactical 2,300 caps, 4 lbs., piercing damage.
You draw a tactical crossbow back by pulling a lever. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a tactical crossbow with one hand at a –4 penalty on attack rolls. A tactical crossbow cannot be upgraded with spring steel.

  • Simple: Two handed ranged (120 ft.), 1d8+10/19-20, reload 1 move action.
  • Martial: Two handed ranged (120 ft.), 1d8+10/19-20, reload 1 iterative attack.
  • Exotic: Two handed ranged (120 ft.), 1d8+10/19-20, feat (Focused Shot), reload 1 iterative attack.

Hammers and Picks

Hammer, Light 1 cap, 2 lbs, bludgeoning damage.
The light hammer is an especially short-handled, blunt-headed warhammer, balanced for throwing.

  • Simple: Light melee and ranged (10 ft.) with -4 competence penalty to attacks, 1d4/x2.
  • Martial: Light melee and ranged (10 ft.), 1d4/x3.
  • Exotic: Light melee and ranged (20 ft.), 1d4/x3, feat (Staggering Critical).

Hammer, War 12 caps, 2.5 lbs, bludgeoning damage.
The historical warhammer, including the horseman’s hammer, was a lightweight, long-handled weapon designed to damage even armored opponents. The small, pronged hammer head is often backed with a military pick.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d8/x3.
  • Martial: One handed melee, 1d8/x3.
  • Exotic: One handed melee, 1d8/x3, feat (Crippling Critical).

Hammer, Maul 40 caps, 8 lbs, bludgeoning damage.
A maul is essentially a sledgehammer, it can be used as a two-handed martial weapon, but is too heavy and unwieldy to be used in one hand without Exotic proficiency.

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d10/x2.
  • Martial: Two handed melee, 1d10/x3.
  • Exotic: One handed melee, 1d10/x3.

Lucerne Hammer 15 caps, 10 lbs, bludgeoning and piercing damage.
This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor; most attacks are made with the hammer. The long haft allows the wielder to put amazing force behind the head of this weapon. The bec de corbin is very similar to the Lucerne hammer, but the hammer head is blunt rather than spiked and the spike is stouter and more hooked.

  • Simple: Two handed melee with -4 competence penalty to attacks, 2d4/x3, reach.
  • Martial: Two handed melee, 2d4/x4, reach.
  • Exotic: Two handed melee, 2d4/x4, feat (Crippling Critical), reach.

Hammer, Supersledge 60 caps, 16 lbs, bludgeoning damage.
The super sledgehammer is a high-tech sledgehammer manufactured of high-strength, ultra-light, ultra-dense materials and also includes a kinetic energy storage device to increase knockback.

  • Simple: Two handed melee with -4 competence penalty to attacks, 2d6/x2, pushes back foes as a bull rush maneuver treating attack roll as your check result.
  • Martial: Two handed melee, 2d6/x3, pushes back foes as a bull rush maneuver treating attack roll as your check result.
  • Exotic: Two handed melee, 2d6/19-20/x3, pushes back foes as a bull rush maneuver treating attack roll as your check result.

Pick, heavy 14 caps, 8 lbs, piercing or bludgeoning damage.
The heavy pick is a mattock or pickaxe, which also supersedes the dire pick from Complete Warrior and the tigerskull club from Frostburn.

  • Simple: Two handed melee with -4 competence penalty to attacks, 1d8/x3.
  • Martial: Two handed melee, 1d8/x4.
  • Exotic: One handed melee, 1d8/x4, feat (Crippling Critical).

Pick, light 4 caps, 2 lbs., piercing or bludgeoning damage.
The light pick, or horseman’s pick, is designed to allow a skilled user to penetrate armor, despite its light weight. The pick head is often backed by a light hammer (q.v.). Examples include the Scythian sagaris.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d4/x3.
  • Martial: Light melee, 1d4/x4.
  • Exotic: Light melee, 1d4/x4, feat (Crippling Critical).

Pick, military 8 caps, 4 lbs, piercing or bludgeoning damage.
The military pick, crowbill, or martel-de-fer, is a heavier version of the light pick, ideal for penetrating armor in the hands of a skilled user. The head of the pick is often backed by a warhammer.

  • Simple: One handed melee with -4 competence penalty to attacks, 1d6/x3.
  • Martial: One handed melee, 1d6/x4.
  • Exotic: One handed melee, 1d6/x4, feat (Crippling Critical).

Polearms

Glaive; Halberd
See full description under “Axes.”

Hammer, Lucerne
See full description under “Hammers and Picks.”

Guisarme 9 caps, 9 lbs, slashing damage.
A guisarme is a modified pruning hook, an 8-foot-long shaft with a blade and a hook mounted at the tip. The curve and/or hook of the blade allows the guisarme to be used as a tripping weapon. Such weapons as the bill and bill hook are similar enough that they can use the same basic statistics. A fauchard is a scythe blade mounted lengthwise at the end of a pole; although the blade is sharpened on the inside of the curve, and the curve is less pronounced than in the guisarme, it is otherwise similar enough so as not to merit separate statistics.

  • Simple: Two handed melee, 1d8/x2, reach, trip.
  • Martial: Two handed melee, 1d8/x3, reach, trip.
  • Exotic: Two handed melee, 1d10/x3, feat (Shorten grip), reach, trip.

Morningstar
See full description under “Bludgeons.”

Ranseur; Long Spear
See full description under “Spears.”

Spears

Harpoon 5 caps, 8 lbs, piercing damage.
The harpoon is a heavy, barbed throwing spear with a socketed head. It is generally attached to a line so that it can be retrieved on a miss (a move action), and/or used to drag prey to the wielder on a hit. It can be used in melee with a -4 competence penalty.

  • Simple: Two handed ranged (10 ft.) with -4 competence penalty to attacks, 1d10/x2.
  • Martial: Two handed ranged (20 ft.), 1d10/x2, entangle.
  • Exotic: One handed ranged (30 ft.), 1d10/19-20/x3, entangle.

Javelin 1 cap, 2 lbs, piercing damage.
The javelin (including the assegai and the pilum) is a light throwing spear. Thrown javelins are subject to the same breakage chances as arrows.
Special: A javelin can be used in melee as a short spear (q.v.) with a -4 competence penalty to attacks (and no Exotic usage in melee).

  • Simple: One handed ranged (30 ft.), 1d6/x2.
  • Martial: One handed ranged (30 ft.), 1d6/x3.
  • Exotic: One handed ranged (30 ft.), 1d8/x3. If you hit a shield-using opponent with a javelin, he loses the AC bonus from that shield until he takes a standard action to pry out the remnants.

Ranseur 10 caps, 6 lbs, piercing damage.
A trident-like polearm designed to parry and disarm weapons at a distance. The partisan, spetum, corsèsque, military fork, tiger fork, spontoon, and Bohemian ear-spoon are essentially similar.

  • Simple: Two handed melee, 1d8/x2, brace, reach.
  • Martial: Two handed melee, 1d8/x3, brace, disarm, reach.
  • Exotic: Two handed melee, 1d8/x3, brace, disarm, feat (Shorten Grip), reach, trip.

Spear 2 caps, 4 lbs, piercing damage.
A war spear can be used in both hands as a simple weapon, or in one hand (or thrown) as a martial weapon. Wielders with the Two-Weapon Fighting feat can use a spear in both hands, striking with the butt end as if it were a staff. Minor variations, such as the trident, do not merit separate statistics.

  • Simple: Two handed melee, 1d8/x3, brace.
  • Martial: One handed melee and ranged (10 ft.), 1d8/x3, brace.
  • Exotic: One handed melee 1d8/x3, brace, feat (Impaling Critical); and two handed melee 1d12/x3, brace; and one handed ranged (10 ft.) 1d8/x3.

Spear, Long 5 caps, 6 lbs, piercing damage.
In essence, a spear with a longer shaft, allowing it to be used as a reach weapon. Examples include the Macedonian sarissa, and, for especially long examples, the pike and awl pike. Exotic usage includes most pike options, and also supersedes the greatspear from Complete Warrior and the dwarven war pike from Races of Stone if the greater damage die is selected instead.

  • Simple: Two handed melee, 1d8/x2, brace, reach.
  • Martial: Two handed melee, 1d8/x3, brace, reach.
  • Exotic: (a) Two handed melee, 1d8/x3, brace, feat (Lunge), reach; or (b) two handed melee, 2d6/x3, brace, reach; or © one handed melee, 1d8/+3, brace, reach.

Spear, short 1 cap, 3 lbs, piercing damage.
The short thrusting spear was made famous by the Zulu actions against the British at the Battle of Isandlwana in early 1879, and the subsequent defense at Rorke’s Drift. This category of weapon also includes the halfspear.

  • Simple: One handed melee, 1d6/x2, brace.
  • Martial: One handed melee and ranged (20 ft.), 1d6/x3, brace.
  • Exotic: One handed melee, 1d8/x3, brace, and feat (Impaling Critical); and one handed ranged (20 ft.), 1d8/x3.

Throwing Weapons

Axe, Hand
See full description under ”Axes.” Martial Weapon Proficiency with throwing weapons grants ranged proficiency at the Martial level, but no melee proficiency, with the hand axe.

Bolas 5 caps, 2 lbs, bludgeoning damage (or piercing damage for 15 caps)
A bolas is a pair of weights, connected by a thin rope or cord. You can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a bolas.

  • Simple: One handed ranged (10 ft.) with a -4 competence penalty to attacks, 1d4/x2, nonlethal.
  • Martial: One handed ranged (10 ft.) with a -4 competence penalty to attacks, 1d4/x2, entangle, nonlethal.
  • Exotic: One handed ranged (10 ft.), 1d4/x2, entangle, trip, lethal or nonlethal.

Boomerang 3 caps, 1 lb., bludgeoning.
The boomerang is primarily a hunting tool, but it is not uncommon to carry these versatile weapons into battle. A boomerang (or hunting stick or “kylie”) is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. The maasai throwing club (orinka) and similar weapons can also use these statistics.
Special: A thrown boomerang does not fly in a returning path; returning boomerangs are solely recreational.

  • Simple: Light ranged (30 ft.) with a -4 competence penalty to attacks, 1d6/x2.
  • Martial: Light ranged (40 ft.), 1d6/x2.
  • Exotic: Light ranged (50 ft.), 1d6/19-20/x2.

Chakram 1 cap, 1 lb., slashing damage.
The chakram is an elegant and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge; however, any exotic crystal throwing wedge, such as the thri-kreen’s “chatkcha,” can be treated as a chakram. You can also use these stats for any of the various multi-bladed African throwing knives:* the mambele, the hunga munga, or the kapok from the movie The Beastmaster. The Varisian starknife can also be treated as a chakram.
Special: You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –4 competence penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor or a gauntlet.

  • Simple: Light ranged (10 ft.) with a -4 competence penalty to attacks, 1d6/x2.
  • Martial: Light ranged (20 ft.), 1d6/19-20.
  • Exotic: Light ranged (20 ft.), 1d6/18-20.

Dagger
See full description under ”Light Blades.” Martial Weapon Proficiency with throwing weapons grants ranged proficiency at the Martial level with the dagger, but no melee proficiency.

Dart 0.5 caps, 0.5 lbs; piercing damage.
More similar to a lawn dart than a pub dart, this is a throwing weapon, much smaller than a javelin, typically fletched like an arrow and weighted with lead. The Roman plumbata is an example. For the sake of convenience, other small throwing weapons such as shuriken can be modeled using these statistics as well.

  • Simple: Light ranged (20 ft.), 1d4/x2.
  • Martial: Light ranged (20 ft.), 1d4/x3.
  • Exotic: Light ranged (20 ft.), 1d4/x3, feat (Manyshot).

Hammer, Light
See full description under ”Bludgeons.” Martial Weapon Proficiency with throwing weapons grants ranged proficiency at the Martial level with the throwing hammer, but no melee proficiency.

Javelin
See full description under “Spears”.

Shot Put 10 caps, 16 lbs, bludgeoning damage.
A shot put is a heavy metal sphere intended for throwing. A character with a Strength of less than 12 cannot wield an shot put at all, regardless of his or level of proficiency.

  • Simple: One handed ranged (10 ft.) with -4 competence penalty to attacks, 1d8/x2.
  • Martial: One handed ranged (10 ft.) with -4 competence penalty to attacks, 1d8/x3.
  • Exotic: One handed ranged (10 ft.), 1d8/19-20/x3.

Firearms, Handguns

Pistol, Pipe 30 caps, 1 round chamber, .22 LR OR .32 S&W, 4 lb., bludgeoning and piercing.
Made from a pipe, springs, and some wood, a pipe pistol is a primitive firearm designed to fire low caliber bullets. A pipe pistol suffers a -2 circumstance penalty to all attack rolls and always misses on an attack roll of 4 or lower. If a pipe pistol attack falls on a 4 or lower, then it gains the broken condition, if it is already broken, it explodes and becomes useless. (also see shotgun rules below)

  • Simple: Light ranged semi-auto (20 ft.), 2d4/x2, reload 1 iterative attack
  • Martial: Light ranged semi-auto (30 ft.), 2d4/19–20, reload 1 free action
  • Exotic: Light ranged semi-auto (40 ft.), 2d4/18–20, reload 1 free action

Flare Gun, Light 30 caps, 1 round chamber, 20 gauge, 1 lb., bludgeoning and fire.
A flare gun is essentially a plastic shotgun pistol, but it can only fire flare shells without exploding in the user’s hand from the pressure. A flare gun, however, is not rifled, and imparts a a -2 circumstance penalty to all attack rolls. (also see shotgun rules below)

  • Simple: Light ranged semi-auto (10 ft.), 1d6/x2, reload 1 iterative attack
  • Martial: Light ranged semi-auto (10 ft.), 1d6/19–20, reload 1 free action
  • Exotic: Light ranged semi-auto (10 ft.), 1d6/18–20, reload 1 free action

Flare Gun, Heavy 90 caps, 1 round chamber, 12 gauge, 2 lb., bludgeoning and fire.
Unlike a light flare gun, a heavy flare gun is made of metal, and can be used to shoot shotgun shells. A flare gun, however, is not rifled, and imparts a a -2 circumstance penalty to all attack rolls. Shot and slugs fired from a heavy flare gun deals damage as a 12 gauge shotgun. (also see shotgun rules below)

  • Simple: Light ranged semi-auto (10 ft.), 1d8/x2, reload 1 iterative attack
  • Martial: Light ranged semi-auto (10 ft.), 1d8/19–20, reload 1 free action
  • Exotic: Light ranged semi-auto (10 ft.), 1d8/18–20, reload 1 free action

Autoloader, Light 90 caps, 9 round box, .22 LR or .32 S&W , 1 lb., bludgeoning and piercing.
Ruger’s .22 pistols, the Walther PP, and similar autoloaders fall in the light pistol category.

  • Simple: Light ranged semi-auto (20 ft.), 2d4/19–20, reload 1 iterative attack
  • Martial: Light ranged semi-auto (30 ft.), 2d4/18–20, reload 1 free action
  • Exotic: Light ranged semi-auto (40 ft.), 2d4/18–20/x3, reload 1 free action

Autoloader, Medium 100 caps, 13 round box, 9mm or 10mm, 3 lbs., bludgeoning and piercing.
From the Browning Hi-Power to the Bren Ten, the medium pistol is one of the most commonly used autoloaders in the post-war era.

  • Simple: One-handed ranged semi-auto (30 ft.), 2d6+2/19–20, reload 1 iterative attack
  • Martial: One-handed ranged semi-auto (40 ft.), 2d6+2/18–20, reload 1 free action
  • Exotic: Light ranged semi-auto (50 ft.), 2d6+2/18–20/x3, reload 1 free action

Autoloader, Heavy 120 caps, 11 round box, .44 magnum or .45 ACP, 2.5 lbs., bludgeoning and piercing.
The Desert Eagle, the M1911, and similar handguns fall within this category.

  • Simple: One-handed ranged semi-auto (30 ft.), 2d6+3/19–20, reload 1 iterative attack
  • Martial: Light ranged semi-auto (40 ft.), 2d6+3/18–20, reload 1 free action
  • Exotic: Light ranged semi-auto (50 ft.), 2d6+3/18–20/x3, reload 1 free action

Revolver, Light 90 caps, 6 round cylinder, .38 Special, 1,5 lbs., bludgeoning and piercing.
From the Colt Police Positive to the Colt Detective, light pistols were commonly used by law enforcement agencies as well as being popular with pre-war gangsters.

  • Simple: Light ranged semi-auto (40 ft.), 2d6+1/x3, reload 1 move action
  • Martial: Light ranged semi-auto (50 ft.), 2d6+1/19-20/x3, reload 1 iterative attack
  • Exotic: Light ranged semi-auto (60 ft.), 2d6+1/18-20/x3, reload 1 free action

Revolver, Medium 100 caps, 6 round cylinder, .357 Magnum or 10mm, 2 lbs., bludgeoning and piercing.
From the Colt Single Action to the Smith & Wesson Model 610, the medium revolver is one of the most popular type of firearms for home defense and with collectors before the war.

  • Simple: One-handed ranged semi-auto (30 ft.), 2d6+2/x3, reload 1 move action
  • Martial: Light ranged semi-auto (40 ft.), 2d6+2/19-20/x3, reload 1 iterative attack
  • Exotic: Light ranged semi-auto (50 ft.), 2d6+2/18-20/x3, reload 1 free action

Revolver, .223 120 caps, 5 round cylinder, 5.56mm, 3 lbs., bludgeoning and piercing.
A weapon “invented” in the post apocalypse, the .223 pistol is a powerful revolver created from gutted rifle.

  • Simple: One-handed ranged semi-auto (30 ft.), 2d8/x3, reload 1 move action
  • Martial: One-handed ranged semi-auto (40 ft.), 2d8/19-20/x3, reload 1 iterative attack
  • Exotic: Light ranged semi-auto (50 ft.), 2d8/18-20/x3 reload ,1 free action

Revolver, Heavy 120 caps, 6 round cylinder, .44 Magnum, 2.5 lbs., bludgeoning and piercing.
From the Colt M1878 to the Colt Anaconda, a heavy revolver offers great stomping power at the cost of a heavy kick.

  • Simple: One-handed ranged semi-auto (30 ft.), 2d8+2/x3, reload 1 move action
  • Martial: One-handed ranged semi-auto (40 ft.), 2d8+2/19-20/x3, reload 1 iterative attack
  • Exotic: Light ranged semi-auto (50 ft.), 2d8+2/18-20/x3 reload ,1 free action

Submachinegun, 10mm 150 caps, 25 round magazine, 10mm, 8 lbs., bludgeoning and piercing.
From automated N series pistols to the H&K MP10 SMG, a 10mm machine pistol is a formidable weapon against light to medium armored foes.

  • Simple: Two-handed ranged burst fire (5 rounds) (40 ft.), 2d6+2/x3, reload 1 iterative attack
  • Martial: One-handed ranged burst fire (5 rounds) (60 ft.), 2d6+2/19-20/x3, reload 1 iterative attack
  • Exotic: Light ranged burst fire (5 rounds) (80 ft.), 2d6+2/18-20/x3, reload 1 free action

Autoloader, Gauss 3000 caps, 20 charge/rounds per battery, 2mm EC Cartridge, 5 lbs., bludgeoning and piercing.
Praised for its range and stopping power, the PPK12 Gauss Pistol is of German design. The pistol uses an electromagnetic field to propel rounds at tremendous speed and punch through almost any armor.

  • Simple: Two-handed ranged (200 ft.), 2d12/19–20, reload 1 iterative attack
  • Martial: Two-handed ranged (200 ft.), 2d12/18–20, reload 1 iterative attack
  • Exotic: Two-handed ranged (200 ft.), 2d12/18–20/x3, reload 1 free action

Firearms, Longarms

Rifle, Pipe 60 caps, 1 round chamber, .38 Special, 9 lbs., bludgeoning and piercing.
Made from a pipe, springs, and some wood, a pipe rifle is a primitive firearm designed to fire low caliber bullets. A pipe rifle suffers a -2 circumstance penalty to all attack rolls and always misses on an attack roll of 4 or lower. If a pipe rifle attack falls on a 4 or lower, then it gains the broken condition, if it is already broken, it explodes and becomes useless. (also see shotgun rules below)

  • Simple: Two-handed ranged semi-auto (40 ft.), 2d6+1/x2, reload 1 iterative attack
  • Martial: Two-handed ranged semi-auto (60 ft.), 2d6+1/19-20, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (80 ft.), 2d6+1/18-20, reload 1 free action

Rifle, Assault 240 caps, 24 round magazine, 5.56mm, 9 lbs., bludgeoning and piercing.
Throughout the 21st century many americans collected and used assault rifles chambered for 5.56 rounds, from the popular AR-15 to the R91 service rifle of the Sino-American War. Chinese troops fighting on U.S. soil were also issued rifles chambered for 5.56 rounds.

  • Simple: Two-handed ranged semi-auto and burst fire (3 rounds) (80 ft.), 2d8/x3, reload 1 iterative attack
  • Martial: Two-handed ranged semi-auto and burst fire (3 rounds) (100 ft.), 2d8/19-20/x3, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto and burst fire (3 rounds) (120 ft.), 2d8/18-20/x3, reload 1 free action

Rifle, Bolt Action 200 caps, 12 round magazine, .308 Winchester, 8 lbs., bludgeoning and piercing.
Bolt action rifles date back t0 the 19th century, famous examples include the Springfield M1903, the Mosin-Nagant, and the Lee-Enfield. These stats can also be used for pump action rifles.

  • Simple: Two-handed ranged (100 ft.), 2d10+1/19–20, reload 1 iterative attack
  • Martial: Two-handed ranged semi-auto (150 ft.), 2d10+1/18–20, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (200 ft.), 2d10+1/18–20/x3, reload 1 free action

Repeater, Light 150 caps, 8 round internal, .357 Magnum, 6 lbs., bludgeoning and piercing.
From the Colt Revolving Rifle to the famous Winchester Rifle, a Repeater is any lever-action or revolving rifle. They are lighter than other rifles, trading weight for range.

  • Simple: Two-handed ranged (60 ft.), 1d8+2/19–20 reload 1 move action
  • Martial: Two-handed ranged semi-auto (80 ft.), 1d8+2/18–20, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (100 ft.), 1d8+2/18–20/x3, reload 1 free action

Repeater, Medium 190 caps, 6 round cylinder, .44 Magnum, 6 lbs., bludgeoning and piercing.
From the Colt Revolving Rifle to the famous Winchester Rifle, a Repeater is any lever-action or revolving rifle. They are lighter than other rifles, trading weight for range.

  • Simple: Two-handed ranged (60 ft.), 1d12+3/19–20 reload 1 move action
  • Martial: Two-handed ranged semi-auto (80 ft.), 2d8+2/18–20, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (100 ft.), 2d8+2/18–20/x3, reload 1 free action

Repeater, Heavy 230 caps, 6 round cylinder, 5.56mm, 6 lbs., bludgeoning and piercing.
From the Colt Revolving Rifle to the famous Winchester Rifle, a Repeater is any lever-action or revolving rifle. They are lighter than other rifles, trading weight for range.

  • Simple: Two-handed ranged (60 ft.), 2d8+3/19–20 reload 1 move action
  • Martial: Two-handed ranged semi-auto (80 ft.), 2d8+3/18–20, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (100 ft.), 2d8+3/18–20/x3, reload 1 free action

Rifle, Sniper 240 caps, 1 round chamber or 5 round magazine, .308 Winchester, 12 lbs., bludgeoning and piercing.
Snipers have been an important part of warfare since the invention of the crossbow. From the DKS-501 to the M14, many models of Sniper Rifle are found throughout the wasteland wherever military personnel were stationed. Price and weight represent an un-scoped sniper fifle.

  • Simple: Two-handed ranged semi-auto (150 ft.), 2d10+1/19–20, reload 1 iterative attack
  • Martial: Two-handed ranged semi-auto (200 ft.), 2d10+1/18–20, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (300 ft.), 2d10+1/18–20/x3, reload 1 free action

Rifle, Anti-Materiel 540 caps, 1 round chamber or 5 round magazine, .50 MG, 20 lbs., bludgeoning and piercing.
Originally designed to dispose of military equipment, anti-materiel rifles are one of the few weapons capable of piercing the plating of Power Armor. Firing an anti-materiel rifle from a bipod (while prone) decreases the rifle’s kick by 2. Price and weight represent an un-scoped anti-materiel fifle.

  • Simple: Two-handed ranged semi-auto (150 ft.), 2d12+3/19–20, reload 1 iterative attack
  • Martial: Two-handed ranged semi-auto (200 ft.), 2d12+3/18–20, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (300 ft.), 2d12+3/18–20/x3, reload 1 free action

Rifle, Gauss, German 7050 caps, 20 charge/rounds per battery, 2mm EC Cartridge, 10 lbs., bludgeoning and piercing.
The M72 rifle is of German design. It uses an electromagnetic field to propel rounds at tremendous speed… and pierce almost any obstacle. Its range, accuracy and stopping power is almost unparalleled. Price and weight represent an un-scoped gauss fifle.

  • Simple: Two-handed ranged (200 ft.), 3d12/19–20, reload 1 iterative attack
  • Martial: Two-handed ranged (200 ft.), 3d12/18–20, reload 1 iterative attack
  • Exotic: Two-handed ranged (200 ft.), 3d12/18–20/x3, reload 1 free action

Rifle, Gauss, Chinese 5500 caps, 1 charge per battery, Fusion Cell; 100 round magazine, 2mm, 12 lbs., bludgeoning and piercing.
The chinese gauss rifle requires an entire fusion cell to power a single shot but its magazine otherwise holds 100 rounds. A fusion cell must be loaded into the rifle after each shot. If the rifle runs out of ammo, replacing the magazine and loading a fusion cell are two separate reload actions. Price and weight represent an un-scoped gauss fifle.

  • Simple: Two-handed ranged (200 ft.), 3d12/19–20, reload 1 iterative attack
  • Martial: Two-handed ranged (200 ft.), 3d12/18–20, reload 1 iterative attack
  • Exotic: Two-handed ranged (200 ft.), 3d12/18–20/x3, reload 1 free action

Submachinegun, 10mm
See full description under “Pistols”.

Firearms, Shotguns

If loaded with shot, shotguns attack all enemies in a line. When making an attack with a shotgun, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon’s maximum range, applying range penalties accordingly. This weapon damages all targets against which the attack roll succeeds. Every enemy hit in the line reduces the damage dealt to every enemy behind it by 1 point. If the attack goes an entire range increment without hitting a single enemy reduce the damage by 1 point as if a single enemy had been hit. If loaded with slugs, a shotgun acts like any other ranged firearm.

If loaded with a flare, the shotgun has a maximum range of 240 range increments. The flare detonates once it hits a target or reaches its maximum range of 2,400 feet, bursting into a sphere of fire that illuminates a 120-foot-radius area for 1 minute as it drifts slowly back to the ground. Any creatures within 20 feet of the flare must succeed at a DC 12 Fortitude saving throw each round or be dazzled by the intense light for as long as they remain in the area. Creatures adjacent to a lit flare are also blinded for 1d4 rounds on a failed save. A creature struck by a flare takes 1d8 points of bludgeoning damage for 12 gauge flares and 1d6 points of bludgeoning damage for 20 gauge flares, and continues to take the same amount of damage as fire damage each round until the flare is removed. Removing a flare is a full-round action.

Rifle, Pipe
See full description under “Rifles”.

Shotgun, Light 120 caps, 1 round chamber, 20 Gauge, 3 lbs., bludgeoning and piercing.
Light shotguns were commonly used in hunting game, now they are excelent for hunting people.

  • Simple: Two-handed ranged semi-auto (20 ft.), 2d8+1/x3, reload 1 iterative attack
  • Martial: Two-handed ranged semi-auto (20 ft.), 2d8+1/19-20/x3, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (20 ft.), 2d8+1/18-20/x3, reload 1 free action

Shotgun, Heavy 150 caps, 2 round chambers, 12 Gauge, 4 lbs., bludgeoning and piercing.
Heavy shotguns were commonly used for home defense by pre-war americans, though they also made perfect murder weapons!

  • Simple: Two-handed ranged semi-auto (30 ft.), 2d8+2/x3 reload 1 move action
  • Martial: Two-handed ranged semi-auto (30 ft.), 2d8+2/19-20/x3 reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (30 ft.), 2d8+2/18-20/x3 reload 1 free action

Shotgun, Combat 240 caps, 12 round magazine, 12 Gauge, 5 lbs., bludgeoning and piercing.
Combat shotguns (and riot shotguns) use a dettachable magazine instead of the shell being loaded directly into the barrel, they were used by peacekeeping units as well as in warfare.

  • Simple: Two-handed ranged semi-auto (30 ft.), 2d8+2/x3 reload 1 iterative attack
  • Martial: Two-handed ranged semi-auto (30 ft.), 2d8+2/19-20/x3 reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (30 ft.), 2d8+2/18-20/x3 reload 1 free action

Firearms, Explosive

Grenade Launcher 450 caps, 1 round chamber or 4 round chamber, 40mm grenade, 21 lbs., bludgeoning and piercing.
Grenades fired from a missile launcher can target a single target or a grid intersection. A creature that takes a direct hit from a grenade cannot attempt a saving throw to reduce the damage taken. When a missile strikes its target, it explodes in a 30-foot-radius burst that deals fire and bludgeoning damage to all creatures within that area of effect—a successful DC 15 Reflex save halves the damage for all but the target.

  • Simple: Two-handed ranged (60 ft.), 4d6/- with a -4 competence penalty to attack, reload 1 move action
  • Martial: Two-handed ranged (60 ft.), 4d6/-, reload 1 iterative attack
  • Exotic: Two-handed ranged (60 ft.), 4d6/-, reload 1 free action

Missile Launcher 1080 caps, 1 round chamber, missile, 21 lbs., bludgeoning and piercing.
Missiles fired from a missile launcher can target a single target or a grid intersection. A creature that takes a direct hit from a missile cannot attempt a saving throw to reduce the damage taken. When a missile strikes its target, it explodes in a 30-foot-radius burst that deals fire and bludgeoning damage to all creatures within that area of effect—a successful DC 15 Reflex save halves the damage for all but the target.

  • Simple: Two-handed ranged (100 ft.), 8d6/- with a -4 competence penalty to attack, reload 1 full round action
  • Martial: Two-handed ranged (100 ft.), 8d6/-, reload 1 move action
  • Exotic: Two-handed ranged (100 ft.), 8d6/-, reload 1 iterative attack

Fat Man 1080 caps, 1 round chamber, mini nuke, 21 lbs., bludgeoning and piercing.
Mini nukes fired from a fat man can target a single target or a grid intersection. A creature that takes a direct hit from a mini nuke cannot attempt a saving throw to reduce the damage taken. When a missile strikes its target, it explodes in a 30-foot-radius burst that deals fire and bludgeoning damage to all creatures within that area of effect, no save. The area hit by a mini nuke is considered Medium radiation for 1d4 rounds.

  • Simple: Two-handed ranged (60 ft.), 12d6/-, with a -4 competence penalty to attack, reload 1 full round action
  • Martial: Two-handed ranged (60 ft.), 12d6/-, reload 1 move action
  • Exotic: Two-handed ranged (60 ft.), 12d6/-, reload 1 iterative attack

Firearms, Heavy

AKA Powered Infantry Weapons, “heavy” weapons includes mounted weapons or weapons that were designed for use by powered armored troops.

Machinegun, Light 800 caps, 20-90 round magazine, 5.56mm, 20 lbs., bludgeoning and piercing.
Firing a ligh machine gun from a bipod (while prone) decreases the rifle’s kick by 2.

  • Simple: Two-handed ranged burst fire (5 rounds) (70 ft.), 2d8/x4, reload 1 move action
  • Martial: Two-handed ranged burst fire (5 rounds) (70 ft.), 2d8/x4, reload 1 iterative attack
  • Exotic: Two-handed ranged burst fire (5 rounds) (70 ft.), 2d8/19-20/x4, reload 1 free action

Machinegun, Heavy 1500 caps, 60 round magazine or belt fed, .50 BMG, 120 lbs., bludgeoning and piercing.
Assuming a user can even lift the weapon, firing a heavy machine gun that is not mounted knocks the wielder prone unless they have a STR of at least 20.

  • Simple: Two-handed ranged automatic (30 rounds) (120 ft.), 2d12+3/x4, reload 1 full round action
  • Martial: Two-handed ranged automatic (30 rounds) (120 ft.), 2d12+3/x4, reload 1 move action
  • Exotic: Two-handed ranged automatic (30 rounds) (120 ft.), 2d12+3/19-20/x4, reload 1 iterative attack

Minigun 1200 caps, 200 round magazine, .308 Winchester, 85 lbs., bludgeoning and piercing.
Assuming a user can even lift the weapon, firing a minigun that is not mounted knocks the wielder prone unless they have a STR of at least 18.

  • Simple: Two-handed ranged automatic (50 rounds) (70 ft.), 2d10+1/x4, reload 1 full round action
  • Martial: Two-handed ranged automatic (50 rounds) (70 ft.), 2d10+1/x4, reload 1 move action
  • Exotic: Two-handed ranged automatic (50 rounds) (70 ft.), 2d10+1/19-20/x4, reload 1 iterative attack

Minigun, Lightweight 1500 caps, 200 round magazine, .308 Winchester, 40 lbs., bludgeoning and piercing.
Assuming a user can even lift the weapon, firing a lightweight minigun that is not mounted knocks the wielder prone unless they have a STR of at least 16.

  • Simple: Two-handed ranged automatic (50 rounds) (70 ft.), 2d10+1/x4, reload 1 full round action
  • Martial: Two-handed ranged automatic (50 rounds) (70 ft.), 2d10+1/x4, reload 1 move action
  • Exotic: Two-handed ranged automatic (50 rounds) (70 ft.), 2d10+1/19-20/x4, reload 1 iterative attack

Flamer 800 caps, 6 shots per tank, flamer fuel, 16 lbs., fire.
A flamer or flamethrower is a large weapon that projects an ignited stream of flammable liquid, and requires a source of fuel to operate. When using a flamer, your attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Any creature hit by a flamer must also succeed at succeed at a DC 20 Reflex save or catch fire, taking an additional damage each round until the flames are extinguished. A burning creature can attempt a new save as a full-round action, and dropping and rolling on the ground grants a +2 bonus on this save.

  • Simple: Two-handed ranged (1 charge) (30 ft.), 4d6/x4 with a -4 competence penalty to attack, reload 1 move action
  • Martial: Two-handed ranged (1 charge) (30 ft.), 4d6/x4, reload 1 iterative attack
  • Exotic: Two-handed ranged (1 charge) (30 ft.), 4d6/x4, reload 1 free action

Cryolator 800 caps, 6 shots per tank, cryo pack, 16 lbs., cold.
A cryolater is a rare weapon that shoots a cryogenic gass. When using a cryolator, the wielder projects a 50-foot-long line of gas, attempting a separate attack roll against each creature within the line. Each attack roll takes a –2 penalty, your attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Any creature hit by the cryolator must also succeed at succeed at a DC 15 fortitude save or be staggered for 1 round.

  • Simple: Two-handed ranged automatic (1 charge) (30 ft.), 4d6/x4 with a -4 competence penalty to attack, reload 1 move action
  • Martial: Two-handed ranged automatic (1 charge) (30 ft.), 4d6/x4, reload 1 iterative attack
  • Exotic: Two-handed ranged automatic (1 charge) (30 ft.), 4d6/x4, reload 1 free action

Incinerator 800 caps, 30 shots per tank, flamer fuel, 16 lbs., fire.
An incinerator launches balls of fire which ignite foes from a distance (unlike its sibling, the flamer, which requires the user to be in close proximity of its foe). Balls fired from an incinerator can target a single target or a grid intersection. A creature that takes a direct hit from a grenade cannot attempt a saving throw to reduce the damage taken. When a ball strikes its target, it explodes in a 5-foot-radius burst that deals fire damage to all creatures within that area of effect—a successful DC 15 Reflex save halves the damage for all but the target.

  • Simple: Two-handed ranged (50 ft.), 4d6/x4 with a -4 competence penalty to attack, reload 1 move action
  • Martial: Two-handed ranged (50 ft.), 4d6/x4, reload 1 iterative attack
  • Exotic: Two-handed ranged (50 ft.), 4d6/x4, reload 1 free action

Firearms, Energy

Energy weapons have no kick, you do not take a penalty to attack rolls if the damage bonus of an energy weapon exceeds your strength bonus.

Laser weapons: Objects like glass or other transparent barriers do not provide cover from lasers, such a barrier takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness has no effect on lasers other than providing concealment, and though a laser consists of highly focused light, it does not provide any illumination.

Tesla Weapons: Tesla weapons emit bolts of ionized particles that it then electrifies, creating a crackling beam of electricity between it and its target. Tesla weapons gain a +2 circumstance bonus on attack rolls against targets that are metal or are wearing medium or heavy metal armor.

Plasma Weapons: When hit by a plasma weapon apply only the lowest of either DR or ER, not the highest.

Pistol, Laser 200 caps, 30 shot battery, fusion cell, 4 lb., fire.
Laser pistols are high-tech sidearms that emit a concentrated beam of coherent light, with sufficient wattage to do considerable damage. They come in a variety of shapes and forms, from the civilian Wattz 1000 to the military issue AEP7.

  • Simple: One-handed ranged semi-auto (60 ft.), 2d6/x2, reload 1 move action
  • Martial: One-handed ranged semi-auto (80 ft.), 2d6/19-20, reload 1 iterative attack
  • Exotic: Light ranged semi-auto (100 ft.), 2d6/18-20, reload 1 free action

Pistol, Plasma 360 caps, 20 shot battery, plasma pack, 4 lb., fire and bludgeoning.
From the austrian Glock 86 to the Enclave model pistol, plasma pistols are dangerous high-tech weapons.

  • Simple: One-handed ranged semi-auto (60 ft.), 2d8/x2, reload 1 move action
  • Martial: One-handed ranged semi-auto (80 ft.), 2d8/19-20, reload 1 iterative attack
  • Exotic: Light ranged semi-auto (100 ft.), 2d8/18-20, reload 1 free action

Pistol, Tesla 360 caps, 20 shot battery, fusion cell, 4 lb., electricity.
The YK32 pulse pistol is an electrical pulse weapon that was developed by the Yuma Flats Energy Consortium. Though powerful, the YK32 was never considered a practical weapon due to its inefficient energy usage and bulky design.

  • Simple: One-handed ranged semi-auto(60 ft.), 2d8/x2, reload 1 move action
  • Martial: One-handed ranged semi-auto (80 ft.), 2d8/19-20, reload 1 iterative attack
  • Exotic: Light ranged semi-auto (100 ft.), 2d8/18-20, reload 1 free action

Rifle, Laser 400 caps, 24 shot battery, fusion cell, 6 lb., fire.
Many varieties of laser rifles existed in the pre-war world, this design is effectively a laser assault rifles.

  • Simple: Two-handed ranged semi-auto (120 ft.), 3d6/x2, reload 1 move action
  • Martial: Two-handed ranged semi-auto (140 ft.), 3d6/19-20, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (160 ft.), 3d6/18-20, reload 1 free action

Rifle, Laser Shotgun 400 caps, 8 shot battery, fusion cell, 6 lb., fire.
A laser shotgun, or scatter laser, functions as a shotgun firing shot does.

  • Simple: Two-handed ranged semi-auto (30 ft.), 3d6/x2, reload 1 move action
  • Martial: Two-handed ranged semi-auto (30 ft.), 3d6/19-20, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (30 ft.), 3d6/18-20, reload 1 free action

Rifle, Laser Sniper 400 caps, 15 shot battery, fusion cell, 6 lb., fire.
Many varieties of laser rifles existed in the pre-war world, this design is effectively a laser sniper rifle. Price and weight represent an un-scoped laser fifle.

  • Simple: Two-handed ranged (200 ft.), 3d6/x2, reload 1 move action
  • Martial: Two-handed ranged semi-auto (300 ft.), 3d6/19-20, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (400 ft.), 3d6/18-20, reload 1 free action

Rifle, Plasma 520 caps, 12 shot battery, plasma pack, 6 lb., fire and bludgeoning.
This plasma rifle is a lightweight urban warfare weapon created by REPCONN Aerospace for the US Army based on engine parts from the failed Z43-521P – “Green Bean” plasma-powered rocket.

  • Simple: Two-handed ranged semi-auto (120 ft.), 3d8/x2, reload 1 move action
  • Martial: Two-handed ranged semi-auto (140 ft.), 3d8/19-20, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (160 ft.), 3d8/18-20, reload 1 free action

Rifle, Multiplas 660 caps, 10 shot battery, plasma pack, 6 lb., fire and bludgeoning.
The multiplas rifle (a portmanteau of “multiple” and “plasma”) is based on the REPCONN plasma rifle design. It is a sort of “plasma shotgun,” firing three rounds of plasma in a volley, at the cost of a massive drain on the microfusion cell. A multiplas rifle functions as a shotgun firing shot does.

  • Simple: Two-handed ranged semi-auto (30 ft.), 3d8/x2, reload 1 move action
  • Martial: Two-handed ranged semi-auto (30 ft.), 3d8/19-20, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (30 ft.), 3d8/18-20, reload 1 free action

Rifle, Tesla 520 caps, 27 shot battery, fusion cell, 6 lb., electricity.
The YK42B is an electrical pulse weapon that was developed by the Yuma Flats Energy Consortium. It is considered a far superior weapon to the YK32 pulse pistol, having a greater charge capacity and range.

  • Simple: Two-handed ranged semi-auto (120 ft.), 3d8/x2, reload 1 move action
  • Martial: Two-handed ranged semi-auto (140 ft.), 3d8/19-20, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (160 ft.), 3d8/18-20, reload 1 free action

Rifle, Plasmathrower 520 caps, 4 shot battery, plasma pack, 6 lb., fire.
This plasma rifle is essentially a handheld flamer. When using a plasmathrower, your attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike.

  • Simple: Two-handed ranged automatic (1 charge) (30 ft.), 3d8/x2 with a -4 competence penalty to attack rolls, reload 1 move action
  • Martial: Two-handed ranged automatic (1 charge) (30 ft.), 3d8/19-20 reload 1 iterative attack
  • Exotic: Two-handed ranged automatic (1 charge) (30 ft.), 3d8/18-20 reload 1 free action

Gatling Laser 4000 caps, 100 charge per battery, fusion core, 20 lbs., fire.
The H&K L30 Gatling laser (also referred to as the Sunbeam Gatling laser) was still in the prototype stage at the beginning of the Great War, it had a minigun style design to prevent overheating and could be used reliably by anyone capable of lifting it thanks to its light weight and recoil-less nature.

  • Simple: Two-handed ranged automatic (20 charges) (100 ft.), 4d6/x4, reload 1 move action
  • Martial: Two-handed ranged automatic (20 charges) (150 ft.), 4d6/x4, reload 1 iterative attack
  • Exotic: Two-handed ranged automatic (20 charges) (200 ft.), 4d6/19-20/x4, reload 1 free action

Plasma Caster 1000 caps, 100 charge per battery, fusion core, 15 lbs., fire and bludgeoning.
The Winchester Model P94 is a bulky, industrial-grade energy caster, firing superheated bolts of plasma down a superconducting barrel, ending in electromagnetic claws helping to stabilize the plasma bolt. By the time of the great war the design had become outdated, being replaced by the more compact plasma rifle.

  • Simple: Two-handed ranged semi-auto (60 ft.), 2d8/19-20, reload 1 move action
  • Martial: Two-handed ranged semi-auto (80 ft.), 2d8/19-20, reload 1 iterative attack
  • Exotic: Two-handed ranged semi-auto (100 ft.), 2d8/18-20, reload 1 free action

Rifle, Recharger 2800 caps, infinite capacity, 6 lb., fire.
A recharger rifle is a laser rifle that creates its own ammunition. It can fire no more than 4 shots per round no matter how many attacks the wielder is allowed during a full attack.

  • Simple: Two-handed ranged semi-auto (120 ft.), 3d6/x2
  • Martial: Two-handed ranged semi-auto (140 ft.), 3d6/19-20
  • Exotic: Two-handed ranged semi-auto (160 ft.), 3d6/18-20

Improvised Weapons

Fine
Ashtray, CD disk case, crystal paperweight, etc.

  • Simple: Light melee and ranged (10 ft.), 1/x2 with a -4 competence penalty to attack rolls
  • Martial: Light melee and ranged (10 ft.), 1/x2
  • Exotic: Light melee and ranged (10 ft.), 1d2/19-20

Diminutive
Fist-sized rock, mug, screwdriver, softball, flashlight, wrench, etc.

  • Simple: Light melee and ranged (10 ft.), 1d2/x2 with a -4 competence penalty to attack rolls
  • Martial: Light melee and ranged (10 ft.), 1d2/x2
  • Exotic: Light melee and ranged (10 ft.), 1d3/19-20

Tiny
Bottle, drill, flower pot, helmet, metal hubcap, vase, etc.

  • Simple: Light melee and ranged (10 ft.), 1d3/x2 with a -4 competence penalty to attack rolls
  • Martial: Light melee and ranged (10 ft.), 1d3/x2
  • Exotic: Light melee and ranged (10 ft.), 1d4/19-20

Small
Bar stool, brick, briefcase, bowling ball, garbage can lid, tire iron, pistol, etc.

  • Simple: One handed melee and ranged (10 ft.), 1d4/x2 with a -4 competence penalty to attack rolls
  • Martial: One handed melee and ranged (10 ft.), 1d4/x2
  • Exotic: Light melee and ranged (10 ft.), 1d6/19-20

Medium
Guitar, desk terminal, office chair, hockey stick, rifle butt, etc.

  • Simple: Two-handed melee, 1d6/x2 with a -4 competence penalty to attack rolls
  • Martial: Two-handed melee, 1d6/x2
  • Exotic: One handed melee and ranged (10 ft.), 1d8/19-20

Large
10-foot ladder, mailbox, oil barrel, park bench, sawhorse, etc.

  • Simple: Large two-handed melee, 1d8/x2 with a -4 competence penalty to attack rolls
  • Martial: Large two-handed melee, 1d8/x2
  • Exotic: Large one-handed melee and ranged (10 ft.), 1d10/19-20

Other Rules

Entangle: A successful attack also applies the Entangled condition to the target. Unless otherwise noted, keeping an opponent entangled requires a CMB check on the wielder’s part each round after the initial one.

Steel, Spring: Spring steel is a high-carbon, silicon-alloy steel with a very high yield strength. Crossbows constructed using spring steel can carry a higher mechanical strength than normal, but at an increased cost. For mechanical Strength scores higher than the defaults shown, the additional cost is equal to 50 caps x the additional damage bonus squared. Thus, a crossbow dealing an additional + 5 damage (e.g., 1d8 + 10 for a heavy crossbow) would cost an additional +1,250 caps.

Weapons

Fallout: Echoes IonutRO