1. Battle axe, hefty, d10. On a roll of 5-, can forgo damage to attempt strip they target of their shield instead
2. Club, light, d6. Rolls of 4+ stun the target: they can't act next round.
3. Crossbow, long, d8. Ignores armor.
4. Dagger, light, d4. Throwable, usable while grappled.
5. Flail, hefty, d8. Ignores shields.
6. Greatsword, long, d10, or d6 blast.
7. Handaxe, light, d6. Throwable.
8. Polearm, long, reach, d8. Designated adjacent ally has +1 armor.
9. Poleaxe, long, d8. Ignores armor.
10. Javelin, hefty, d8. Throwable.
11. Longbow, long, slow, d10.
12. Mace, hefty, d8. On a roll of 5+, target's armor gets damaged or destroyed: -1 armor.
13. Quarterstaff, long, d6, stops charges of enemies on foot.
14. Shortbow, long, d8. Can be fired while riding a mount.
15. Shortsword, light, d6. Riposte: make a DEX save. Success: remove a single attack die against you. Failure: the damage against you is direct STR damage and automatic Critical Damage.
16. Sling, d6. Can be used to throw bombs and other special projectiles.
17. Spear, hefty, d8. Prevents charges.
18. Sword, hefty, d8. Riposte: make a DEX save. Success: remove a single attack die against you. Failure: the damage against you is direct STR damage and automatic Critical Damage.
19. Two-handed axe, long, slow, d12.
20. Warhammer, long, d10. On a roll of 6+, opponent makes a STR save or is pushed away.
Tags:
+d: roll all dice, only the highest counts as damage
Charge: closing the distance to make a melee attack
Hefty: you can only wield effectively one hefty item at a time
Light: can be used together with another weapon without disadvantages
Long: impaired in narrow spaces (e.g. corridors), needs 2 hands
Reach: allow you to attack from 2nd rank and out of reach of other melee weapons
Slow: either move or attack
Stolen from Luke Gearing https://lukegearing.blot.im/odandd-reference-document
Tags from the Mythic Bastionland preview https://bastionland.substack.com/p/play-mythic-bastionland-for-free
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