Weapons

In the wide world of future combat, one would expect to find lasers and sticky bombs and such. Well in this future game, since Power Eco Crystal technology is fairly new, guns use bullets much like modern-day human tech. Some explosives actually use explosive mixtures to power their destructive nature.

Also, some melee weapons may be crafted to allow certain spellcaster classes to use them as a spell focus, such as the Dragoon Class.

Below are the tables of Light, Medium, Superior, and Exotic weapons.

The monetary unit for purchasing weapons is by Zeni (ze) which is the standard monetary unit for the Magi Civilization.

Light Weapons
Unarmed Strike : Standard form of attack when fighting without any weapons.

Dagger : Light, nimble, yet deadly, daggers are favored amongst many assassins. Daggers can be thrown a short distance, causing piercing damage.

Handaxe : Mostly used in practical situations, such as chopping wood, handaxes can become useful weapons when out in the wilderness. They can be thrown at a short distance, but doing so takes a -2 penalty to the attack roll; -4 if the handaxe is thrown twice as far.

Javelin : Miniature spears with a narrow tip, javelins can be thrown great distances, at a -1 penalty to the attack roll.

Mace : Essentially a big ball planted on top of a stick, this weapon can break bones. When held with two hands, the wielder adds 1-1/2 times their Strength modifier to the damage roll.

Shortspear : A weapon that can be both held and thrown. When thrown, the wielder takes a -2 penalty to the attack roll; -4 if the shortspear is thrown twice as far.

Kaisuke : Also known as a curved short sword, the Kaisuke is a favorite among many who want a trustworthy weapon. Even though it is a Two-Handed weapon, it can be held in one hand. When held with two hands, the wielder adds 1-1/2 times their Strength modifier to the damage roll.

Quarterstaff : Found almost everywhere or crafted from a fallen branch, quarterstaffs are a favorite amongst many spellcasters. The wielder does not deal extra damage when held with two hands. The wielder can only make one attack with the quarterstaff in any given round, unless they have the Two-Weapon Fighting feat; without the feat, the wielder incurs a -2 penalty with one attack, and a -4 penalty with the other if making a double attack with the quarterstaff.

Spear : Essentially a larger version of the short spear, the spear can be held defensively and it can also be thrown-- at a -2 penalty to the attack roll. If you use a readied action to set the spear against a charging opponent, you deal twice the damage on a successful hit against the charging opponent.

Morningstar : An upgrade from the mace, the Morningstar sports spikes on its head, dealing more damage than before.

Dart : Tiny projectiles that can be blown out from a long tube. Darts can be upgraded to lighter, more damaging projectiles-- increasing their range and damage, while cutting down on weight. Loading a dart blower is a free action. Energy darts are essentially darts with an energized tip, which can cut through tough surfaces, such as light metal.

Hand Crossbow : A small version of the Crossbow, this little handheld bow can shoot small arrow-like projectiles called bolts. Loading a Hand Crossbow is a free action.

Handgun : The smallest of the firearms, and the loudest, handguns are cheap and deadly. Loading a handgun is a Minor Action.

Sling : Slingshots are easy to require, and so is its ammunition. You can use the standard slingshot pellets (1 ze per bundle of 10 pellets), or you can use medium sized rocks at no cost.

Throwing Axe : Smaller than the handaxe, throwing axes can be thrown great distances without any penalties.

Viper Pistol : Guns with a great sting, viper pistols can shoot at a high rate of fire. The wielder can make two attacks with the same attack bonus, the second at a -2 penalty to the attack roll.

Heavy Crossbow : Larger than the normal crossbows, heavy crossbow deal a lot more damage, and can shoot their ammo larger distances. Loading a Heavy Crossbow is a free action.

Light Crossbow : Small, horizontal bows with firearm-like mechanics, light crossbows are used by many characters who don't want to deal with the sheer crack of conventional firearms. Loading a Light Crossbow is a free action.

Medium Weapons
Battleaxe : A larger version of a handaxe, the Battleaxe has a longer handle, and can be carried by two hands for greater damage. When held with two hands, the wielder adds 1-1/2 times their Strength modifier to the damage roll.

Broadsword : A cross between a short sword and a longsword, the broadsword is a unique blade that fulfills the need to deal a good amount of damage, while keeping one hand occupied. It is the perfect weapon for a ranger. When held with two hands, the wielder adds 1-1/2 times their Strength modifier to the damage roll.

Longsword : Longer and sharper, the longsword is the staple weapon of many armies. When held with two hands, the wielder adds 1-1/2 times their Strength modifier to the damage roll.

Rapier : A thin blade with a sharp point, a character can make timed attacks against their opponent and parry away other attacks. When this weapon is used defensively or if a ready action is used to parry off an attack, the wielder gains a +1 bonus to their AC or Flat-footed armor class when the event is triggered or until the end of the wielder's next turn.

Scimitar : A larger version of the Kaisuke, scimitars sport a longer and thicker blade.

Shortsword : The short sword is the staple weapon for many martial characters willing to go into the heat of battle.

Falchion : Large, thick-bladed sword, falcions are strong swords, dealing lots of damage where needed.

Greatsword : Long, heavy blades, greatswords are the powerhouses of all other blades, but second to the Full blade. Greatswords are fairly easy to acquire.

Halberd : Long, spear-like polearms, these weapons sport an axe head and a spear tip. The Halbert has reach, which enables the wielder to attack opponents 10 feet away, but during the attack, you cannot hit an adjacent opponent. If you use a readied action to set the halberd against a charging opponent, you deal twice the damage on a successful hit against the charging opponent.

Longspear : Long polearms, longspears are greater weapons that greater warriors use when they need to hit a retreating opponent. The Longspear has reach, which enables the wielder to attack opponents 10 feet away, but during the attack, you cannot hit an adjacent opponent. If you use a readied action to set the spear against a charging opponent, you deal twice the damage on a successful hit against the charging opponent.

Ranseur : Long polearms with a forked head, ranseurs are used mostly by temple guards and noble warriors. The Ranseur has reach, which enables the wielder to attack opponents 10 feet away, but during the attack, you cannot hit an adjacent opponent. If you use a readied action to set the ranseur against a charging opponent, you deal twice the damage on a successful hit against the charging opponent.

Scythe : A long, thick branch with a hooked blade at the end, scythes were once used as farming tools. The wielder can make a trip attempt against adjacent targets using the scythe, but the wielder may also let go of the weapon if the attempt fails or if the opponent attempts to trip the wielder.

Hybrid Pistol : Pistols with a short blade at the end, hybrid pistols resemble miniature muskets in a sense. The wielder can either make a melee or a ranged attack in any given round-- the wielder can never make a melee and ranged attack in the same turn. You can also upgrade the weapon to lighter versions, dealing greater damage and increasing the weapon's range. There is also the option of a rapid-fire upgrade, which enables the wielder to make a number of ranged attacks equal to the wielder's dexterity modifier. Each ranged attack with the rapid-fire upgrade uses the same attack bonus, and each subsequent attack takes a cumulative -2 penalty to the attack roll.

Blaster Rifle : The staple firearm of the military, blaster rifles are in a great abundance, and are commonly found on most marines. The wielder can make two attacks with the same attack bonus-- the second attack taking a -2 penalty to the attack roll. Reloading the Blaster Rifle is a Minor Action. You can also upgrade the weapon to lighter versions, dealing greater damage and increasing the weapon's range, while reducing the weight.

Longbow : Longbows are common in the wild, and rangers especially have access to this type of weapon. You can wield this weapon while on a mount. The longbow can be upgraded to a composite version, which is lighter and has increased range and damage. The composite longbow can also use the character's Strength bonus for damage rolls.

Shortbow : Short bows are common in the wild, and rangers especially have access to this type of weapon. You can wield this weapon while on a mount. The short bow can be upgraded to a composite version, which is lighter and has increased range and damage. The composite short bow can also use the character's Strength bonus for damage rolls.

Sniper Rifle : Many sniper characters will have this weapon not only for its silent accuracy, but also for its monumental damage when it strikes foes. A clean shot could kill an opponent easily. A sniper rifle can also be upgraded to a lighter version, dealing more damage and increasing its range, while reducing weight.

Superior Weapons
Parrying Dagger : This dagger sports a cover on its hilt to deflect attacks. If this weapon is used defensively or if a ready action is used to deflect an incoming melee attack, the wielder gains a +1 bonus to AC for the triggering attack or until the end of the wielder's next turn.

Tratnyr : Essentially a longer version of a javelin, the Tratnyr can be thrown immense distances. It can also be held with two hands. When held with two hands, the wielder adds 1-1/2 times their Strength modifier to the damage roll. If you use a readied action to set the spear against a charging opponent, you deal twice the damage on a successful hit against the charging opponent.

Full Blade : The largest blade that you can find, it has a big appetite, and an even bigger ego.

Glaive : A long ploearm, the glaive is used by many temple guardians, but it also functioned as a useful farming tool. If you use a readied action to set the spear against a charging opponent, you deal twice the damage on a successful hit against the charging opponent.

Greataxe : A large axe with two heads facing opposite directions, the greataxe is a weapon of great reckoning.

Greatspear : Essentilly the longest of the spears, the greatspear is a treasured item used only by the most skilled warriors. If you use a readied action to set the spear against a charging opponent, you deal twice the damage on a successful hit against the charging opponent.

Volt Charger : The volt charger looks like a large handgun, but it sports a charge tank, and it can shoot out a web of electricity at all opponents in a 25 foot cone. The weapon deals Lightning damage to all who are hit, and the weapon deals half damage to any that it misses. This weapon targets either the opponent's Reflex or Fortitude. Charging a volt charger is a Minor Action.

Gatling Gun : A larger cousin of the machine gun, the Gatling guns' armor-piercing slugs makes this weapon a metallic behemoth. The wielder can make a number of bonus attacks equal to their dexterity modifier. Each attack uses the same attack bonus, and each subsequent attack takes a cumulative -2 penalty to the attack roll.

Greatbow : The largest of the bows, skilled archers can use this weapon against distant enemies and strike true with their bulls-eye accuracy.

IRM Launcher : The IRM Launcer (Infrared Rocketeered Mortar) is a force to be reckoned with. The weapon can lock on to Large or larger vehicles as long as the wielder has direct and constant line of sight to the vehicle. Any obstructions from the mortar or the wielder will shut off the mortar's lock on and fly in a straight path. The weapon's damage bonus uses the wielder's Strength modifier. Reloading an IRM Launcher takes a Standard Action.

Machine Gun : A classic weapon that is a predecessor of the blaster rifle, the machine gun has a high rate of fire and it can pierce through soft metals easily. The wielder can make a number of bonus attacks equal to their dexterity modifier. Each attack uses the same attack bonus, and each subsequent attack takes a cumulative -2 penalty to the attack roll.

Rocket Launcher : The rocket launcher is the staple weapon of many vanguards, as they can deal large amounts of damage and can be reloaded fairly quickly. The weapon can lock on to Large or larger vehicles as long as the wielder has direct and constant line of sight to the vehicle. Any obstructions from the rocket or the wielder will shut off the rocket's lock on and fly in a straight path. The weapon's damage bonus uses the wielder's Strength modifier. Reloading a Rocket Launcher takes a Minor Action. The weapon can also be upgraded to hold guided rockets, which can be steered to its target without the requirement of Line of Sight. The guided rocket's range is how much power it has to its destination, which is equal to the number of squares it can fly. If the guided rocket doesn't reach its destination, it explodes, causing damage to any creature or player within a 15 foot radius instead. Reloading a Guided Rocket Launcher takes a Standard Action.

Exotic Weapons
Bastard Sword : A long, narrow blade which resembles a longsword and a greatsword, the bastard sword is a great weapon of many honorable warriors and fighters. When held with two hands, the wielder adds 1-1/2 times their Strength modifier to the damage roll.

Katar : Also known as the punching dagger, the Katar is a unique weapon used by assassins as a way to quickly dispose of their opponents without snapping their wrists too quickly.

Lightsabre : A sword of pure plasma energy, this weapon is favored among many Jedi. When held with two hands, the wielder adds 1-1/2 times their Strength modifier to the damage roll.

Nunchaku : Two long sticks connected by a chain, the nunchaku is a unique weapon that can be used in a variety of ways. This weapon can be use defensively, providing an additional +1 bonus to AC.

Double Axe : The double axe resembles two battleaxes joined together. The wielder does not deal extra damage when held with two hands. The wielder can only make one attack with the double axe in any given round, unless they have the Two-Weapon Fighting feat; without the feat, the wielder incurs a -2 penalty with one attack, and a -4 penalty with the other if making a double attack with the double axe.

Double Sword : Resembles two short swords joined together. The wielder does not deal extra damage when held with two hands. The wielder can only make one attack with the double sword in any given round, unless they have the Two-Weapon Fighting feat; without the feat, the wielder incurs a -2 penalty with one attack, and a -4 penalty with the other if making a double attack with the double sword.

Double Lightsabre : Resembles two lightsabres joined together. This is a favored weapon among many sith lords. The wielder does not deal extra damage when held with two hands. The wielder can only make one attack with the double lightsabre in any given round, unless they have the Two-Weapon Fighting feat; without the feat, the wielder incurs a -2 penalty with one attack, and a -4 penalty with the other if making a double attack with the double lightsabre.

Guisarme : Fairly longer than the Glaive, the Guisarme is used by many temple guardians and honored heroes. If you use a readied action to set the guisarme against a charging opponent, you deal twice the damage on a successful hit against the charging opponent.

Mordenkrad : A huge rough-headed hammer or mace, the mordenkrad is the ultimate punisher.

 Spiked Chain : The spiked chain is a unique weapon, sporting barbed blades on both ends of a long chain. The wielder can only make one attack with the spiked chain in any given round, unless they have the Two-Weapon Fighting feat; without the feat, the wielder incurs a -2 penalty with one attack, and a -4 penalty with the other if making a double attack with the spiked chain. The weapon can also be upgraded to change the bards to energy blades, dealing more damage and reducing weight.

Waraxe : A huge battleaxe with a spear tip on the top of the head, the Waraxe is a heavyweight, used by the strongest warriors and fighters. If you use a readied action to set the waraxe against a charging opponent, you deal twice the damage on a successful hit against the charging opponent.

Shuriken : Nimble yet deadly, this unique throwing weapon rivals that of the dagger. They can be thrown even greater distances. The weapon can be upgraded to lighter versions, dealing more damage and increasing their range, while reducing their overall weight.

Repeating Crossbow : This crossbow sports a unique magazine that can automatically load a new bolt onto the weapon's delivery system. You can load a new bolt into the crossbow as a free action as long as there are bolts in the magazine. Loading a new magazine into the Repeating Crossbow takes a Standard Action.

Explosives
Molotov Cocktail : A concoction of napalm and other flammable substances, the Molotov cocktail is a simple improvised explosive. The weapon can deal ongoing 5 Fire damage to any opponents that have taken a successful hit from the weapon. A missed attack deals half damage. This attack targets an opponent's reflex. The save against the ongoing damage is a Fortitude save with a DC of 10 plus the wielder's level.

Grenade : The staple explosive of the military, cheap and dispensable. A missed attack deals half damage. The attack targets an opponent's reflex.

Plasma Bomb : A greater threat and a more powerful explosive, the plasmite bomb can do the job of two grenades. A missed attack deals half damage. The attack targets an opponent's reflex.

Plasmite Bomb : Using a stronger explosive substance, the plasmite bomb can render enemy command centers useless. A missed attack deals half damage. The attack targets an opponent's reflex. Throwing the weapon gives the weapon's attack bonus a -1 penalty. All opponents caught in the blast are pushed 2 squares away from the origin of the explosion.

Teridium Bomb : Made from a volatile mix of different substances, the Teridium bomb can destroy an enemy tank if it hits a weak spot. A missed attack deals half damage. The attack targets an opponent's reflex. Throwing the weapon gives the weapon's attack bonus a -2 penalty. All opponents caught in the blast are pushed 1d4 squares away from the origin of the explosion.

Pylon Bomb : Made from a powerful and unstable crystal, the pylon bomb is the most powerful explosive known. A missed attack deals half damage. The attack targets an opponent's reflex. Throwing the weapon gives the weapon's attack bonus a -2 penalty. All opponents caught in the blast are pushed 1d6 squares away from the origin of the explosion.

Shard Bomb : A standard grenade fitted with glass or metal shards that spread out from the explosion, piercing opponents with flying shards. A missed attack deals half damage. The attack targets an opponent's reflex. All opponents caught within the blast on a successful attack takes an additional 1d6 damage.

Detpack : Used by many military personnel as a buffer explosive, the detpack can be tactically placed to deal damage to enemy oppositions, or can be used to block access to enemy forces. A missed attack deals half damage. The attack targets an opponent's reflex. All opponents caught within the blast are push 1d3 squares away from the blast's origin. The detpack has a delay setting for 1d3 rounds, giving the wielder time to get to cover before the explosive sets off.

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