Difference between revisions of "Weapons (5A)"

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| valign=top | [[#Scorpion]] || valign=top | Martial || valign=top | Ranged || valign=top | 60 gp || valign=top | 1d8 || valign=top | Slashing || valign=top |Melee || valign=top | 6 lb. || valign=top | Ammunition, loading, racial (gnome), special, two-handed
 
| valign=top | [[#Scorpion]] || valign=top | Martial || valign=top | Ranged || valign=top | 60 gp || valign=top | 1d8 || valign=top | Slashing || valign=top |Melee || valign=top | 6 lb. || valign=top | Ammunition, loading, racial (gnome), special, two-handed
 
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| valign=top | [[#Blowpipe]] || valign=top | Simple || valign=top | Melee  || valign=top | 4 sp || valign=top | 1 || valign=top | piercing || valign=top | 20/60|| valign=top | 2 lb. || valign=top | Ammunition, special
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| valign=top | [[#Blowpipe]] || valign=top | Simple || valign=top | Melee  || valign=top | 4 sp || valign=top | 1 || valign=top | piercing || valign=top | 20/60|| valign=top | 2 lb. || valign=top | Ammunition, racial (olman), special
 
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| valign=top | [[#Blowgun]] || valign=top | Martial || valign=top | Melee  || valign=top | 2 gp || valign=top | 1d4|| valign=top | Piercing || valign=top |60/120|| valign=top | 2 lb. || valign=top | Ammunition, loading, special, two-handed
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| valign=top | [[#Blowgun]] || valign=top | Martial || valign=top | Melee  || valign=top | 2 gp || valign=top | 1d4|| valign=top | Piercing || valign=top |60/120|| valign=top | 2 lb. || valign=top | Ammunition, loading, racial (olman), special, two-handed
 
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| valign=top | [[#Elfblade]] || valign=top | Martial || valign=top | Melee  || valign=top | 25 gp || valign=top | 1d8 || valign=top | Slashing || valign=top |Melee || valign=top | 2 lb. || valign=top | Finesse, racial (elf)
 
| valign=top | [[#Elfblade]] || valign=top | Martial || valign=top | Melee  || valign=top | 25 gp || valign=top | 1d8 || valign=top | Slashing || valign=top |Melee || valign=top | 2 lb. || valign=top | Finesse, racial (elf)

Revision as of 20:30, 8 June 2021

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Weapons Type Type Cost Damage Damage Type Range Weight Properties
#Quarterstaff Simple Melee 2 sp 1d6 Bludgeoning Melee 4 lb. Versatile (1d8), special (finesse)
#Sabre Martial Melee 25 gp 1d8 Slashing Melee 2 lb. Finesse, racial (elf)
#Elfblade Martial Melee 80 gp 1d10 Slashing Melee 7 lb. Finesse, heavy, racial (elf)
#Hook Martial Melee 4 gp 1d4 Slashing Melee 5 lb. Special
#Shakram Martial Ranged 4 gp 1d8 Slashing 30/80 3 lb. Thrown
#Poi Martial Melee 5 gp 1d4 Fire Melee 2 lb. Light, reach
#Crook Simple Melee 1 gp 1d4 Bludgeoning Melee 5 lb. Special, two-handed
#Chain Flail Martial Melee 25 gp 1d8 bludgeoning Melee 2 lb. Racial (dwarf), reach, two-hand
#Mancatcher Martial Melee 15 gp 1d8 Slashing Melee 10 lb. Racial (human), reach, special
#Throwstick Martial Ranged 2 gp 1d8 Bludegeoning Melee 3 lb. Ammunition, loading, racial (halfling), special, throw, two-handed
#Scorpion Martial Ranged 60 gp 1d8 Slashing Melee 6 lb. Ammunition, loading, racial (gnome), special, two-handed
#Blowpipe Simple Melee 4 sp 1 piercing 20/60 2 lb. Ammunition, racial (olman), special
#Blowgun Martial Melee 2 gp 1d4 Piercing 60/120 2 lb. Ammunition, loading, racial (olman), special, two-handed
#Elfblade Martial Melee 25 gp 1d8 Slashing Melee 2 lb. Finesse, racial (elf)
#Elfblade Martial Melee 25 gp 1d8 Slashing Melee 2 lb. Finesse, racial (elf)
#Elfblade Martial Melee 25 gp 1d8 Slashing Melee 2 lb. Finesse, racial (elf)
#Arquebus Simple Ranged 30 gp 1d12 Piercing 60/180 25 lb. Ammunition, loud, loading, special, two-hand
#Musket Simple Ranged 50 gp 1d12 Piercing 40/120 10 lb. Ammunition, loud, loading, two-hand
#Rifled Musket Simple Ranged 1,000 gp 1d10 Piercing 120/360 15 lb. Ammunition, heavy, loud, loading, two-hand
#Pistol Simple Ranged 25 gp 1d10 Piercing 30/90 3 lb. Ammunition, loud, loading
#Cavalry Pistol Martial Ranged 40 gp 1d12 Piercing 20/40 5 lb. Ammunition, loud, heavy, loading
#Dueling Pistol Simple Ranged 200 gp 1d10 Piercing 50/100 1 lb. Ammunition, loud, loading
#Blunderbuss Simple Ranged 40 gp 1d10 Piercing 15/45 8 lb. Ammunition, loud, loading, special, two-hand
#Dragon Martial Ranged 30 gp 1d10 Piercing 15/45 5 lb. Ammunition, loud, loading, special
#Snuff Gun Simple Ranged 50 gp 1d8 Piercing 20/40 0.5 lb. Ammunition, loud, loading
#Pepperbox Martial Ranged 500 gp 1d8 Piercing 20/40 4 lb. Ammunition, loud, loading (8 shots)
#Grenade Martial Ranged 50 gp 1d12 Piercing 20/40 1 lb. Loud, special

Weapon Properties

Loud The weapon makes a loud sound when fired, clearly audible at a distance depending on the weapon's damage die: d6: 80 ft., d8: 120 ft., d10: 200 ft., d12: 300 ft.

Racial A racial weapon is mainly used by the indicated race and must be bought and serviced by them. Other races can use it, but friendly relations are needed to buy one and other races may doubt your sanity.

Weapon Descriptions

Quarterstaff

The wizard's staff can be an effective weapon in deft hands. The finesse ability is only usable when the quarterstaff is used in two hands. It is possible to let go of the weapon to cast a spell, and then return to a two-handed grip.

Sabre

An elvish forerunner of the rapier, the sabre is a light, curved, precise cutting weapon with a razor's edge. An elf with Elf Weapon Training is also proficient with the sabre.

Elfblade

A longer, two-handed sword of elven make, the elfblade is shaped like a wave.

Hook

Handheld or sometimes worn as a prosthetic, a sharpened hook can strike and also make a grapple that inflicts weapon damage.

Shakram

A large iron throwing weapon. Variants can be round, a circle of radiating blades, or flanged.

Poi

A burned attached to a string or chain, the poi does slight fire damage. Two poi can be used together, or the chain can be lengthened to make a reach weapon, but not both at the same time.

Crook

A weaponized sheperd's crook. Can be used as a cudgel or used to initiate a grapple without requiring a free hand.

Chain Flail

Invented and favored by dwarves, a chain flail is a heavy iron ball on a chain, swung in wide circles in front of or around the wielder.

Mancatcher

A metal fork with flexible prongs on a long pole, the mancatcher can initiate a grapple with reach against a Medium target, keeping the target away from the user. Used by human city guards to capture drunks and dangerous delinquents.

Throwstick

A short staff with a cup or cloth pouch at the end, the throwstick is used to fire stones or javelins (changing the damage to piercing) with impressive range and power. It can also deliver holy water, alchemist's fire and similar missiles at longer range. It can be used as a greatclub in a pinch.

Scorpion

A small torsion crossbow, the scorpion is really understood and used only by gnomes. It can fire stones or use crossbow bolts (changing the damage to piercing). It can also deliver holy water, alchemist's fire and similar missiles at longer range.

Blowpipe

A blowpipe about as long as your underarm, firing darts, pebbles, or seeds, always with piercing damage. The blowpipe is used to hunt small game like fowl. It is silent and does not give away your position if used from stealth as long as no observer is within 30 ft.

Blowgun

A much larger blowgun, usually taller than you, that fires dedicated darts to great effect. It is silent and does not give away your position if used from stealth as long as no observer is within 30 ft.

Arqebus

This overlong smoothbore weapon is a precursor to the musket, and more common than the musket at this time. It must be fired lying down, braced, or using a fork support (included). Using a fork means you cannot move in the turn you fire the weapon. As you be stand up to load it, lying down to fire is generally impractical. If you have an assistant that coordinates their movement with you and does nothing else than support the fire, handling the fork, you can move and fire.

Musket

A musket is a high caliber smooth bore weapon made to produce a high volume of fire against big targets, such as massed infantry.

Rifled Musket

An expensive hunting weapon of comparatively fine caliber. The barrel is rifled, which stabilizes the bullet through rotation.

Pistol

A scaled-down musket, the pistol is still a large weapon. It will become common in civilian use.

Cavalry Pistol

Really a short carbine, the cavalry pistol is made to be as dangerous as a single-hand firearm can be.

Dueling Pistol

A high-quality, thin-calibre wheelock pistol made for precision. Slow to reload and fragile, they seldom saw use on the battlefield, but these weapons were quite popular in duels.

Blunderbuss

A primitive precursor of the shotgun, a blunderbuss is a short, high-caliber musket firing shot; in an emergency it can be loaded with gravel, or whatever junk is available when loading it. The trademark flared muzzle assists in loading, but was not generally very pronounced. It is mainly a weapon for city fighting and shipboard defense. The blunderbuss attacks all targets in a cone out to its range.

Dragon

The pistol version of the blunderbuss, itself a primitive precursor of the shotgun, this is is a high-caliber pistol firing shot. The trademark flared muzzle assists in loading, but was generally not very pronounced. It is a cavalry or ship boarding weapon. The dragon attacks all targets in a cone out to its range.

Snuff Gun

The snuff gun is a small caliber, short barrel weapon concealed in some everyday item - a snuff box is the most popular, but everything from cutlery to holy symbols can have guns fitted in them. However, the craftsmanship is such that any close inspection will reveal the weapon for what it is. In addition, carrying one of these weapons around primed is quite dangerous.

Grenade

A grenade is an iron casing containing a powder charge. Each grenade is a one-use item. You prime the alchemical fuse and throw the grenade at a target in range. If it hits, it causes damage to the target. Hit or miss, all other targets within 10 ft. must make a Dexterity saving throw against DC 8 + your attack bonus or take 1d12 damage.

Pepperbox

Multiple pistol barrels rotated to face the hammer one after the other, the pepper-box allows multiple shots without reloading. The lack of robustness makes the mechanism unreliable, and each barrel is only as powerful as a snuff gun.

Accessories

Double Barrels

All firearms except the blunderbus, dragon, and pepperbox can be made in double-barreled versions at five times the cost. This allows 2 shots before reloading.

Shot and Powder

All firearms use powder and shot that are similar enough not to make any difference, and cannot be recovered after use. Powder is very expensive, costing 5 sp per shot. Powder is carried separately until loaded in the rifle, usually in a water-tight powder horn. Shot is cheap, at 1 gp per 100 shots and lead can often be looted from pipes and roofs. The powder is the same for all firearms, while shot is made for a specific type of firearm but easily molded at any campfire. Weight is 1 lb. for 20 shots.