Gear and Guns

The following charts have mostly to do with weapons, though some items may be posted here later. Information keys are found below the charts. Remember that these stats are a work in progress. direct any questions or concerns to the system designer.

One Handed Simple Melee Prof. Dmg. Rng. Group Properties
Club +2 1d6 - mace -
Dagger +3 1d4 5/10/- l. blade light thrown, off hand
Heavy Shield +2 1d6 - shield off hand
Improvised Weapon +0 1d6 3/6/- - heavy thrown
Javelin +2 1d6 10/20/- spear heavy thrown
Light Mace +2 1d6 - mace off hand
Light Shield +3 1d4 - shield off hand
Mace +2 1d8 - mace versatile
Short Spear +2 1d6 5/10/- spear light thrown, off hand
Sickle +2 1d6 - l. blade off hand
Spear +2 1d8 - spear versatile
Spiked Gauntlet +2 1d6 - unarmed off hand
Two Handed Simple Melee Prof. Dmg. Rng. Group Properties
Great Club +2 2d4 - mace -
Improvised Weapon +0 1d10 - - -
Morning Star +2 1d10 - mace -
Scythe +2 2d4 - h. blade -
Staff +2 1d8 - staff defensive
One Handed Military Melee Prof. Dmg. Rng. Group Properties
Battleaxe +2 1d10 - axe versatile
Broadsword +2 1d10 - h. blade versatile
Flail +2 1d10 - flail versatile
Hand Axe +2 1d6 5/10/- axe off hand, heavy thrown
Kukri +2 1d6 - l. blade off hand, brutal 1
Kopesh +2 1d8 - axe, h. blade brutal 1, versatile
Lance +2 1d10 - spear mounted, versatile
Light War Pick +2 1d6 - pick high crit, off hand
Longsword +3 1d8 - h. blade versatile
Rapier +3 1d8 - l. blade defensive
Scimitar +2 1d8 - h. blade high crit
Scourge +2 1d8 - flail off hand
Short Sword +3 1d6 - l. blade off hand
Throwing Hammer +2 1d6 5/10/- hammer off hand, heavy thrown
Trident +2 1d8 3/6/- spear heavy thrown, versatile
Warhammer +2 1d10 - hammer versatile
War Pick +2 1d8 - pick high crit, versatile
Two Handed Military Melee Prof. Dmg. Rng. Group Properties
Falchion +3 2d4 - h. blade high crit
Glaive +2 2d4 - spear, h. blade reach
Greataxe +2 1d12 - axe high crit
Greatsword +3 1d10 - h. blade defensive
Halberd +2 1d10 - axe, polearm reach
Heavy Flail +2 2d6 - flail -
Heavy War Pick +2 1d12 - pick high crit
Longspear +2 1d10 - spear, polearm reach
Maul +2 2d6 - hammer -
One Handed Superior Melee Prof. Dmg. Rng. Group Properties
Bastard Sword +3 1d10 - h. blade high crit, versatile
Craghammer +2 1d10 - hammer brutal 2, versatile
Dragon Spear +3 1d8 - h. blade, spear brutal 1, versatile
Katar +3 1d6 - l. blade high crit, off hand
Military Saber +2 1d8 - axe, h. blade brutal 1, high crit
Net +2 1d6 2/5/- flail off hand, heavy thrown
Parrying Dagger +2 1d4 - l.blade off hand, defensive
Spiked shield * * - shield brutal 1
Trantyr +2 1d8 10/20/- spear heavy thrown, versatile
Triple-headed flail +3 1d10 - flail versatile
War Axe +2 1d12 - axe versatile
Whip +3 1d4 - flail reach
Two Handed Superior Melee Prof. Dmg. Rng. Group Properties
Execution Axe +2 1d12 - axe high crit, brutal 2
Fillblade +3 1d12 - h. blade defensive, high crit
Garrote +3 1d4 - garrote high crit
Great Spear +3 1d10 - spear, polearm reach
Lucerne Hammer +2 1d10 - hammer, pick brutal 1, reach
P. P. P. P. polearm P.
Mordenkrad +2 2d6 - hammer brutal 1
Spiked Chain +3 2d4 - flail reach
One Handed Simple Ranged Prof. Dmg. Rng. Group Properties
Hand Crossbow +2 1d6 10/20/40 crossbow ammo 1/1, load free
Pistol +2 1d8 8/16/32 firearm ammo 10/10, load minor
Sling +2 1d6 10/20/40 sling ammo 1/1, load free
Two Handed Simple Ranged Prof. Dmg. Rng. Group Properties
Crossbow +2 1d8 15/30/90 crossbow ammo 1/1, load minor
Repeating Crossbow +2 1d8 10/20/60 crossbow ammo 10/10, load move
Rifle +2 1d8 20/40/120 firearm ammo 1/1, load move
Shotgun +2 1d8 10/20/- firearm ammo 2/2, load move,
P. P. P. P. P. scatter
One Handed Military Ranged Prof. Dmg. Rng. Group Properties
Long Pistol +3 1d8 10/20/40 firearm ammo 10/10, load minor
Revolver +2 1d8 8/16/32 firearm ammo 6/6, load minor,
P. P. P. P. P. brutal 1
Two Handed Military Ranged Prof. Dmg. Rng. Group Properties
Carabine - 1d10 10/20/60 firearm ammo 10/30, load minor,
P. P. P. P. P. auto
Combat Rifle +3 1d10 20/40/120 firearm ammo 6/6, load minor
Long Bow +2 1d10 20/40/120 bow ammo 1, load free
Short Bow +2 1d8 15/30/90 bow ammo 1, load free
One Handed Superior Ranged Prof. Dmg. Rng. Group Properties
Bola +3 1d4 4/8/- flail light thrown
Dragonfire Pistol +3 1d8 10/20/40 firearm ammo 10/10, brutal 1,
P. P. P. P. P. high crit, load
P. P. P. P. P. minor
Two Handed Superior Ranged Prof. Dmg. Rng. Group Properties
Automatic Carbine +2 1d10 10/20/60 firearm ammo 10/30, load minor
P. Prof. Prof. Prof. Prof. auto
Blowgun +3 1d4 5/10/20 blowgun ammo 1, load minor
Great Bow +2 1d12 25/50/150 bow ammo 1, load free
Hellfire Carbine - 2d6 15/30/90 firearm ammo 30/150, brutal 1,
Prof. Prof. Prof. Prof. Prof. high crit, load standard,
Prof. Prof. Prof. Prof. Prof. auto, massive
Long Rifle +3 1d10 25/50/150 firearm ammo 6/6, brutal 2,
Prof. Prof. Prof. Prof. Prof. high crit, load minor
Superior Crossbow +3 1d10 20/40/120 crossbow ammo 1, brutal 2,
Prof. Prof. Prof. Prof. Prof. load minor

Massive: Massive weapons cannot be used properly without being secured or propped up on a solid surface. This can be done using a bipod or a similar object. Securing the weapon takes up a move action. Using these weapons without proper securing gives 3 step penalty to all attack rolls. Characters with sturdy ability do not suffer this penalty.

Scatter: Ranged weapons with scatter property do not have extreme range. They are also treated as area/close attacks for purposes of vulnerabilities and resistances.

Weapon Range: All ranged and thrown weapons have three basic ranges: short range, long range, and extreme range. Some feats, abilities and effects may also refer to a point blank range, but that is independent of the weapon itself.

  • Point Blank Range: Point blank range is either 3 squares for one handed ranged weapons, 5 squares for two handed ranged weapons, or half the short range (rounded down) of the weapon. Unless you have a feat, ability or an effect that gives you benefits, there are no innate benefits to attack or damage rolls within point blank range.
  • Short Range: The first range number given is the short range of the weapon. There are no benefits or penalties to attack or damage rolls within short range.
  • Long Range: The second number given is long range. Attacks made at long range are made with a 1 step penalty to the attack rolls. This range is twice the short range of your weapon.
  • Extreme Range: The third number given is extreme range. Attacks at extreme range are made with 1 step penalty, and only basic attacks can be made at this range. Thrown weapons do not have extreme range. One handed ranged weapons have extreme range equal to four times their short range, while two handed weapons six time their short range. Spells’ extreme range is equal to five times their range.

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Ammo X/X: This represents the number of shots that can be fired before reloading. The number after the slash show the actual number of ammunition the weapon holds.

Auto: An automatic weapon that fires bursts of projectiles. When making an attack with an automatic weapon you gain 1 step bonus to either the attack roll or damage roll. You must assign this step bonus before making the attack roll. On the downside, each attack after the first attack you make each turn suffers a cumulative 1 step penalty to attack rolls due to recoil.

Brutal X: Whenever your damage dice rolls are equal to or lower than X, you may reroll them until you get a result higher than X.

  • Stacking brutal: If you gain brutal property from multiple sources, you use the highest brutal property you have. Each additional brutal property you gain increases your overall benefit by 1. The benefit from brutal property is limited to the maximum rolled on the damage die divided by 2 minus 1 (brutal 1 for d4, brutal 2 for d6, brutal 3 for d8, etc.).
    Brutal vs. rerolling damage: If an effect allows you to reroll damage, or roll damage twice and use either result, you must use the rerolls first before you can apply the brutal property.

Defensive: Defensive weapons increase shield bonus to AC by 1.

High Crit: When you score a critical hit you deal additional 1[W] damage. This increases to 2[W] at 11th level and 3[W] at 21st level. When using implement powers treat 1[W] as 1d8.

  • Stacking high crit: Each additional time you gain high crit benefits, beyond the initial one, you deal additional 1[W] damage on a crit.

Load ????: The type of action used to reload the weapon. If the weapon has an ammo count greater than 1 it is the time used to change the ammo magazine/drum. Unless otherwise noted reloading the magazine itself takes a minor action for each projectile in the magazine. You can assume someone proficient with the weapon can load about 20 projectiles into a magazine during a short rest.

Gear and Guns

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