User Tools

Site Tools


srb:weapons

This is an old revision of the document!


Ranged Weapons

All weapons need proper feats to use properly, see the feat rules.

  • Damage: The basic damage the weapon does.
  • Crit: Natural rolls of these numbers are criticals if confirmed. See critical hits in the tactical rules.
  • Dam type: This is the damage type the weapon does. This affects some defenses and the ac used:
    • Ballistic , Concussion,Piercing,Slashing, bludeoning are kinetic and use KAC
    • Fire, Cold,Acid, Electric, Light are energy and use EAC

Pistols

PistolsDamageCritDam Type Range IncRof RecoilMag SizeWt PriceNotes
Beretta Army (9mm autoloader) 1d6+1 20 Ballistic 40 ft. Sa 3 -2 15 box Small 1.3 700 The police/military weapon of elite forces. Rugged gets +2 to fort saves
Double Eagle (10mmM autoloader) 1d6+2 20 Ballistic 30 ft. Sa 3 -2 9 box Small 1.4970 A gun made very popular recently by having a special gilded version being the price of the game show “World warriors” episodes
M1911 (11mm autoloader) 1d6+2 20 Ballistic 30 ft. Sa 3 -3 7 box Small 1.3 850
Python (10mmM revolver) 1d6+2 20 Ballistic 40 ft. Sa 3 -3 6 cyl. Med 1.2 850
Derringer (5mm) 1d4 20 Ballistic 10 ft. SS -2 2 int. Tiny 0.2140 Manufactured in all kinds of places to all kinds of mostly nefarious purposes
Desert Eagle (12mmM autoloader) 2d6 20 Ballistic 40 ft. Sa 3 -4 8 box Med 2.11250
Glock (9mm autoloader) 1d6+1 20 Ballistic 30 ft. Sa 3 -2 17 box Small 0.9 600 The most popular proper civilian handgun
Glock 2 (11mm autoloader) 1d6+2 20 Ballistic 30 ft. Sa 3 -2 13 box Small 1.1 600
Pathfinder (5mm revolver) 1d4 20 Ballistic 20 ft. Sa 3 -2 6 cyl. Tiny 0.5 200 Manufactured in all kinds of places to all kinds of mostly nefarious purposes
Service-Six (9mm revolver) 1d6+1 20 Ballistic 30 ft. Sa 3 -2 6 cyl. Small 0.6 475 The basic police weapon, being replaced in most places by Beretta Army
M29 (12mmM revolver) 2d6 20 Ballistic 30 ft. Sa 3 -4 6 cyl. Med 1.5800
M9 (9mm autoloader) 1d6+1 20 Ballistic 30 ft. Sa 3 -2 8 box Tiny 0.7 800
PPK (7mm autoloader) 1d6 20 Ballistic 30 ft. Sa 3 -2 7 box Small 0.8 480

Smgs

SmgsDamageCritDam Type Range IncRof RecoilMag SizeWt Price
Beretta MP (9mm machine pistol) 1d6+1 20 Ballistic 30 ft. A 15 -2 20 box Med 1.3 700
MAC 10 (11mm machine pistol) 1d6+2 20 Ballistic 40 ft. A 18 -3 30 box Med 2.5 425
Skorpion (7mm machine pistol) 1d6 20 Ballistic 40 ft. A 14 -2 20 box Med 1.7 350
TEC-9 (9mm machine pistol) 1d6+1 20 Ballistic 40 ft. A 13 -2 32 box Med 1.9 740
Uzi (9mm submachine gun) 1d6+2 20 Ballistic 40 ft. A 10 -2 20 box Large 2.6600
HK MP5 (9mm submachine gun) 1d6+2 20 Ballistic 50 ft. A 13 -2 30 box Large 2 1500
HK MP5K (9mm machine pistol) 1d6+1 20 Ballistic 40 ft. A 15 -2 15 box Med 1.8 1400

Assault Rifles

Assault RiflesDamageCritDam Type Range IncRof RecoilMag SizeWt Price
AK (6mm assault rifle) 2d6 20 Ballistic 70 ft. Sa 10 -230 box Large 4.8 450
FN Fal (8mm assault rifle) 2d8 20 Ballistic 90 ft. Sa 11 -320 box Large 5.3 1200
M16 (6mm assault rifle) 2d6 20 Ballistic 80 ft. Sa 13 -230 box Large 3.2 550
M4 Carbine (6mm assault rifle) 2d6 20 Ballistic 60 ft. Sa 15-230 box Large 2.8 950
The AUG (6mm assault rifle) 2d6 20 Ballistic 80 ft. Sa 11-230 box Large 3 1250

Sniper Rifles

Sniper RiflesDamageCritDam Type Range IncRof RecoilMag SizeWt Price
Barrett Fifty (13mm sniper rifle) 2d10 20 Ballistic 120 ft. SS -311 box Huge 16 7750
PSG (8mm sniper rifle) 2d8 20 Ballistic 90 ft. Sa 2 -35 box Large 7.54700
Remington (8mm hunting rifle) 2d8 20 Ballistic 80 ft. SS -35 int. Large 3.4 750
Winchester (11mm hunting rifle) 2d8 20 Ballistic 90 ft. Sa 2-26 int. Large 2.9 650

Shotguns

ShotgunsDamageCritDam Type Range IncRof RecoilMag SizeWt Price
Benelli 121 M1 (19mm shotgun) 3*1d4 20 Ballistic 40 ft. SA 3 -5 7 int Large 3.7 420
Beretta M3P (19mm shotgun) 3*1d4 20 Ballistic 30 ft. SA 3 -4 5 box Large 4.1 670
Mossberg (19mm shotgun) 3*1d4 20 Ballistic 30 ft. SS -5 5 int. Large 3.5 330
Sawed-off shotgun (19mm shotgun) 3*1d4 20 Ballistic 10 ft. Sa 2 -7 3 int. Med 2.8 370

Shotguns do -1 dice at 2-3 range increments, and -2 dice at 4-7(maximum) range increments. Each die is applied separately against any possible DR.

Heavy Weapons

Heavy WeaponsDamageCritDam Type Range IncRof RecoilMag SizeWt Price
M-60 (8mm medium machine gun) 2d8 20 Ballistic 100 ft. A 9*Linked Huge 10 6500
M2HB (13mm heavy machine gun) 2d10 20 Ballistic 110 ft. A 8*Linked Huge 35 14000
LAW (rocket launcher) 5d6(1d6Ds)* - - 150 ft. SS *1 Disposable Large 2.1 1000
M79 (grenade launcher) Varies - - 70 ft. SS *1 int. Large 3.1 1500

*does 1d6 Dscale damage against D scale enemies.

Other Ranged Weapons

Other Ranged WeaponsDamageCritDam Type Range IncRof Mag SizeWt Price
Flamethrower (no feat needed) 3d6 - Fire - ss 10 int. Large 23 1000
Pepper spray (Simple) Special2 - Special 5 ft. ss 1 int. Tiny 0.2 100
Taser (Simple) 1d4 - Electricity 5 ft. ss 1 int. Small 1 500

Ammunition

roundweight(g)cost
Pistol/submachinegun
5mm50.2
7mm80.4
9mm120.6
10mmM160.8
11mm211
12mmM302
Rifle/machinegun
6mm120.8
8mm251.2
11mm391.5
13mm1146
Shotgun
19mm591

Explosives

ExplosivesDamageCritDam Type Range IncRof Mag SizeWt Price
40mm fragmentation grenade 3*1d3 - Slashing 10 ft. 15 - Tiny 0.5 100
C4/Semtex 2d6 - Concussion 10 ft. 18 - Small 0.5 200
Det cord 1d6 - Fire See text 12 - Med 1 200
Dynamite 1d6 - Concussion 5 ft. 15 10 ft. Tiny 0.5 80
Fragmentation grenade 3*1d4 - Slashing 20 ft. 15 10 ft. Tiny 0.5 400
Smoke grenade - - - See text - 10 ft. Small 1 80
Tear gas grenade See text - - See text - 10 ft. Small 1 80
Thermite grenade 3*1d6 - Fire 5 ft. 12 10 ft. Small 1 240
White phosphorus grenade 2*1d3 - Fire 20 ft. 12 10 ft. Small 1 320

Apply any possible DR separately for each dice of damage in the x* entries.

Splash Weapons

Splash Weapons Direct Hit Damage Splash Damage Critical Damage Type Reflex DC Range Increment Size Weight Price
Acid, mild 1d3 1 20 Acid - 10 ft. Tiny 0.5 5
Molotov Cocktail1 1d3 1 20 Fire - 10 ft. Small 0.5 5

Flamethrower:

A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save.

A flamethrower’s backpack has hardness 5 and 5 hit points. When worn, the backpack has a Defense equal to 9 + the wearer’s Dexterity modifier + the wearer’s class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).

Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area.

A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack has a purchase DC of 13.

Pepper Spray: A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. Pepper spray is limited to 5 range increments.

Taser: A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.

Many explosives require detonators, which are described in Weapon Accessories.

40mm Fragmentation Grenade: This small explosive device must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel in all directions when it explodes.

The 40mm fragmentation grenade has a minimum range of 40 feet. If fired against a target closer than 40 feet away, it does not arm and will not explode.

Semtex: So-called “plastic” explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check (DC 15) to link them.

Semtex requires a detonator to set off. It is considered to be a moderate explosive for the purpose of using a Craft (chemical) check to manufacture it.

Det Cord: Det cord is an explosive in a ropelike form. Technically, det cord doesn’t explode—but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it neatly in half.

The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all creatures in each 5-foot square through which it passes.

It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6 to a maximum increase of +4d6.

Det cord requires a detonator to set it off. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.

Dynamite: Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).

It’s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Demolitions check (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character’s choice).

Dynamite is sold in boxes of 12 sticks. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.

To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.

Fragmentation Grenade: The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.

Smoke Grenade: Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can’t use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices.

Tear Gas Grenade: Military and police forces use these weapons to disperse crowds and smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius, and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. Those who succeed at their saves but remain in the cloud must continue to save each round. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.

Thermite Grenade: Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.

White Phosphorus Grenade: White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade (see above), except that it only fills squares within 5 feet of the explosion point.

Melee Weapons

Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.

Damage: The damage the weapon deals on a successful hit.

Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

Damage Type: Melee weapon damage is classified according to type: bludgeoning (weapons with a blunt striking surface), energy (of a specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged blade). Some creatures or characters may be resistant or immune to some forms of damage.

Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks. As such, they have a range increment just as other ranged weapons do—but the maximum range for a thrown weapon is five range increments instead of ten.

Any attack at less than the given range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.

A Medium-size weapon can be used one-handed or two-handed. Smaller by one hand. A Large weapon requires two hands.

A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character’s off hand.

Weight: This column gives the weapon’s weight.

Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon.

Restriction: None of the following melee weapons have restrictions on their purchase.

Melee weapons can be bought in different qualities.

  • Cheap: 1/4 price. -1 to hit -2 to any Fortitude save the weapon has to do
  • Normal: given price.
  • Masterwork: *4 price. +1 to hit. +2 to any Fortitude save the weapon has to do

Table: Melee Weapons

Simple Weapons (require the Simple Weapons Proficiency feat)
WeaponDamage CriticalDamage TypeRange IncSizeWeightPriceNote
Brass knuckles1d220Bludgeoning-Tiny0.310-
Cleaver1d319-20Slashing-Small140-
Club1d420Bludgeoning10 ftMed1.35-
Small Knife1d219-20Slashing10 ftTiny0.230-
Knife1d319-20Piercing10 ftTiny0.440 -
Metal baton1d419-20Bludgeoning-Med1120-
Pistol whip1d320Bludgeoning-Small---
Rifle butt1d420Bludgeoning-Large---
Sap1d320Bludgeoning-Small1.310-
Stun gun1d220Electricity-Tiny0.725-
Tonfa1d320Bludgeoning-Med140-
Archaic Weapons (require the Archaic Weapons Proficiency feat)
WeaponDamage CriticalDamage TypeRange IncSizeWeightPriceNote
Bayonet (fixed)1d620Piercing-Large---
Hatchet1d420Slashing10 ft.Small245-
Longsword1d619-20Slashing-Med21000-
Machete1d419-20Slashing-Small150-
Rapier1d418-20Piercing-Med1.2800-
Spear1d620Piercing-Large450-
Straight razor1d319-20Slashing-Tiny0.370-
Sword cane1d418-20Piercing-Med1.5500-
Exotic Melee Weapons (each requires a specific Exotic Melee Weapon Proficiency feat)
WeaponDamage CriticalDamage TypeRange IncSizeWeightPriceNote
Chain1d4/1d420Bludgeoning-Large2.425-
Chain saw2d620Slashing-Large5150-
Kama1d420Slashing-Small1120-
Katana1d1019-20Slashing-Large31500 -
Kukri1d318-20Slashing-Small0.5120-
Nunchaku1d420Bludgeoning-Small140-
Three-section staff1d8/1d820Bludgeoning-Large1.6 -

Simple Melee Weapons

Generally inexpensive and light in weight, simple weapons get the job done nevertheless.

Brass Knuckles: These pieces of molded metal fit over the outside of a character’s fingers.

Cleaver: Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants. These weapons are essentially similar to the twin butterfly swords used in some kung fu styles.

Club: Almost anything can be used as a club. This entry represents the wooden nightsticks sometimes carried by police forces.

Knife: This category of weapon includes hunting knives, butterfly or “balisong” knives, switchblades, and bayonets (when not attached to rifles).

Metal Baton: This weapon can be collapsed to reduce its size and increase its concealability. A collapsed baton is Small and can’t be used as a weapon. Extending or collapsing the baton is a free action.

Pistol Whip: Using a pistol as a melee weapon can deal greater damage than attacking unarmed. No weight or purchase price is given for this weapon, since both vary depending on the pistol used.

Rifle Butt: The butt of a rifle can be used as an impromptu club.

Sap: This weapon, essentially a smaller version of a club.

Stun Gun: Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. (The taser is a ranged weapon with a similar effect.) On a successful hit, the stun gun deals of electricity damage,(do not add the character’s Str bonus) and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.

Tonfa: This is the melee weapon carried by most police forces, used to subdue and restrain criminals.

Archaic Melee Weapons

Most of these weapons deal damage by means of a blade or a sharp point. Some of them are moderately expensive, reflecting their archaic nature in modern-day society.

Bayonet (Fixed): The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount. With the bayonet fixed, the longarm becomes a double weapon—clublike at one end and spearlike at the other. A character can fight with it as if fighting with two weapons, but if the character does so, he or she incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.

Hatchet: This light axe is a chopping tool that deals slashing damage when employed as a weapon.

Longsword: This classic, straight blade is the weapon of knighthood and valor.

Machete: This long-bladed tool looks much like a short, lightweight sword.

Rapier: The rapier is a lightweight sword with a thin blade.

Spear: This primitive device is a reach weapon. A character can strike opponents 10 feet away with it, but can’t use it against an adjacent foe.

Straight Razor: Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.

Sword Cane: This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, a sword cane is always considered to be concealed; it is noticed only with a perception check (DC 18). (The walking stick or umbrella is not concealed, only the blade within.)

Exotic Melee Weapons

Most exotic weapons are either atypical in form or improved variations of other melee weapons. Because each exotic weapon is unique in how it is manipulated and employed, a separate Exotic Melee Weapon Proficiency feat is required for each one in order to avoid the –4 nonproficient penalty.

Chain: Also called the manriki-gusari, this is a simple chain with weighted ends. It can be whirled quickly, striking with hard blows from the weights. One end can also be swung to entangle an opponent.

The chain can be used either as a double weapon or as a reach weapon. A character can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, the character can only strike at an adjacent opponent.

If a character uses the chain as a reach weapon, he or she can strike opponents up to 10 feet away. In addition, unlike other weapons with reach, the character can use it against an adjacent foe. In this case, the character can only use one end of the chain effectively; he or she can’t use it as a double weapon.

Because a chain can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a melee touch attack. If the character is tripped during his or her own trip attempt, the character can drop the chain to avoid being tripped.

When using a chain, the character gets a +2 equipment bonus on his or her opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent).

A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a chain.

Chain Saw: Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies. As it is not meant to be used as a weapon a critical failure with this weapon is very dangerous with all results except drop weapon and run out of power replaced by attack self(full damage).

Kama: A kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Kama are traditional weapons in various styles of karate.

Katana: The katana is the traditional Japanese samurai sword. When used with the Exotic Melee Weapon Proficiency feat, it can be used with one hand. For a wielder without the feat, the katana must be used with two hands, and the standard –4 nonproficiency penalty applies.

Kukri: This heavy, curved dagger has its sharp edge on the inside of the curve.

Nunchaku: A popular martial arts weapon, the nunchaku is made of two wooden shafts connected by a short length of rope or chain.

Three-Section Staff: Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal lengths, joined at the ends by chain, leather, or rope. The three-section staff requires two hands to use.

The three-section staff is a double weapon. A character can fight with it as if fighting with two weapons, but if he or she does, the character incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon. Improvised Weapons

Improvised Weapons

Any portable object can be used as a weapon in a pinch. In most cases, an object can be wielded either as a melee weapon or a ranged weapon.

A character takes a –4 penalty on his or her attack roll when wielding or throwing an improvised weapon. An improvised weapon is not considered simple, archaic, or exotic, so weapon proficiency feats cannot offset the –4 penalty.

Table: Improvised Weapons

Object Size
Diminutive Ashtray, CD disk case, crystal paperweight 0
Tiny Fist-sized rock, mug, screwdriver, softball, flashlight, wrench 1
Small Bottle, drill, fire extinguisher, flower pot, helmet, metal hubcap, vase 1d2
Medium size Bar stool, brick, briefcase, bowling ball, garbage can lid, hockey stick, nail gun 1d3
Large Empty garbage can, guitar, computer monitor, office chair, tire iron 1d4
Huge 10-foot ladder, mailbox, oil barrel, park bench, sawhorse 1d6
Gargantuan Desk, dumpster, file cabinet, large sofa, soda machine 2d4
Colossal Junked vehicle, stoplight, telephone pole 2d6

A character can effectively wield or throw an object of his or her size category or smaller using one hand. A character can effectively wield or throw an object one size category larger than him or herself using two hands. An improvised thrown weapon has a range increment of 10 feet. Increase the range increment for creatures of Large size or larger as follows: Large 15 feet, Huge 30 feet, Gargantuan 60 feet, Colossal 120 feet.

Damage: Improvised weapons deal lethal damage based on their size, although the GM may adjust the damage of an object that is especially light or heavy for its size. The wielder’s Strength modifier applies only to damage from Tiny or larger improvised weapons; do not apply the wielder’s Strength modifier to damage from Diminutive objects. Table: Improvised Weapon Damage by Size gives the damage for improvised weapons of varying size. Improvised weapons threaten a critical hit on a natural roll of 20. Improvised weapons of Fine size deal no damage.

Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself.

srb/weapons.1585510346.txt.gz · Last modified: 2020/03/29 12:32 by weby