Miridon Hunters RPG
 
 

Chapter 8: Weapons


Swords

Swords are the basic melee weapon. Their bonus to hit allows melee fighters to keep up with speedier characters.

Swords are [balanced] with shields. This is used to calculate the [weight] of wielding two weapons.

Table 6.1.1 - Swords:
Weapon NameWeapon WeightDamageTo Hit Bonus
Longsword21d6+1+1
Claymore (sword)42d6+2
Greatsword73d6+3
Grand Saber104d6+4
Monument Sword156d6+6

 

Shields

Shields are a basic defensive melee weapon. They are primarily designed to be used as a defensive weapon. When using a [Shield Block] action, the [Block], [Heavy Block], and [Super Block] abilities reduce additional damage. When used offensively, they deal a small amount of damage, but have a very large bonus to hit.

Shields are [balanced] with swords. This is used to calculate the [weight] of wielding two weapons.

[Block Bonus] - This additional damage is reduced from the damage the wielder takes from physical attacks when the wielder uses the [Block] action. This bonus is only applied if the wielder uses a [Shield Block] action.

[Heavy Block Bonus] - This additional damage is reduced from the damage the wielder takes from physical attacks when the wielder uses the [Heavy Block] action. This bonus is only applied if the wielder uses a [Shield Block] action.

[Super Block Bonus] - This additional damage is reduced from the damage the wielder takes from physical attacks when the wielder uses the [Super Block] action. This bonus is only applied if the wielder uses a [Shield Block] action.

Table 6.2.1 - Shields:
Weapon NameWeapon WeightDamageTo Hit BonusBlock BonusHeavy Block BonusSuper Block Bonus
Small Shield20+2+1+1+1
Large Shield41d6-1+4+2+4+6
Great Shield71d6+1+5+3+5+7
Grand Shield102d6+7+5+8+10
Monument Shield153d6+9+7+10+15

 

Drills

Drills are designed as an anti-mech unit. Their principal ability purpose is to break the defenses of an opponent. Every time they hit they reduce the physical damage reduction of their opponent for the the rest of the given round by a set amount (Physical Damage Reduction Damage for humans, Mech Physical Damage Reduction Damage for mechs). The physical damage reduction is restored at the beginning of the next round. If the wielder has the special ability of the "Techie" class "Mech Training", that skill is also added to the "Physical Damage Reduction Damage" and twice to the "Mech Physical Damage Reduction Damage".

[Physical Damage Reduction Damage] - This statistic is reduced from the target's "Physical Damage Reduction" talent for the duration of the current round. If the wielder is of the "Techie" class, then the ranks in their special ability "Mech Training" are also added to this statistic.

[Mech Physical Damage Reduction Damage] - While "Physical Damage Reduction Damage" works for humans, the effect is even stronger on mechs. This statistic is reduced from the target mech's "Physical Damage Reduction" talent for the duration of the current round. If the wielder is of the "Techie" class, then twice their ranks in their special ability "Mech Training" are also added to this statistic.

Table 6.3.1 - Drills:
Weapon NameWeapon WeightDamageTo Hit BonusPhysical Damage
Reduction Damage
Mech Physical
Damage Reduction
Damage
Hand Drill21d6+001
Arm Drill52d6+111
Power Drill73d6+212
Grand Drill104d6+313
Star Drill156d6+425
Heavenly Drill208d6+627

 

Hammers

Hammers are a weapon designed to control the battlefield. Hammers reduce a target's speed points for the remaining of the round.

[Speed Point Damage] - Any target hit with the hammer will have their remaining speed points for this round reduced by this number.

Table 6.4.1 - Hammers:
Weapon NameWeapon WeightDamageTo Hit BonusSpeed Point Damage
Hand hammer21d6+00
War Hammer63d6+11
Maul105d6+23
Great Maul158d6+34
The Crusher2010d6+55


Grappling Weapons


Grappling weapons are fast melee weapon that are worn on both hands (or are both hands). They get a bonus to the [Initiate Grapple] action, and the [Grapple Attack] action. They gain a bonus to [Grapple

[Grapple Attack Damage] - Increase the [Damage Dealt] of [Grapple Attack] by this stat.

[Grapple Speed Damage] - Increase the amount a target's [Current Speed Points] are reduced every round the target is [Grappled].

[Grapple To Hit Bonus] - Increase the [To Hit Bonus] of [Initiate Grapple] by this stat.

[Maximum Grapple Strength] - Increase the [Maximum Grapple Strength] for [Maintain Grapple] and [Break Grapple] by this stat.

Table 6.5.1 - Grappling Weapons:
Weapon NameWeapon WeightDamageTo Hit BonusGrapple
Attack Damage
Grapple
Speed Damage
Grapple
To Hit Bonus
Maximum Grapple
Strength
Unarmed01+003+00
Claw11d6-1+01d64+00
Gauntlet31d6+1+12d64+11
Clawed Gauntlet52d6-1+23d65+21
Heavy Gauntlet82d6+1+34d65+32
Giant Gauntlet103d6+35d66+32
King's Gauntlet164d6+46d67+43


Staves

Staves are magical melee weapon. They can store [Ghost Power] for use in spells. They can also decrease the [Strength Cost] of the [Cast Spell] action.

[Ghost Power Storage] - Outside of battle, a character can transfer their [Current Ghost Power] to the [Stave]. The maximum [Ghost Power] that can be stored is equal to this stat. When using the [Cast Spell] action, the character can use the [Ghost Power] of the [Stave] instead of their own [Current Ghost Power].

[Cast Spell Strength Cost] - This stat is used as the [Strength Cost] of [Cast Spell] instead of the default value.

Table 6.6.1 - Staves:

Weapon NameWeapon WeightDamageTo Hit BonusGhost Power
Storage
Cast Spell
Strength Cost
Short Staff41d6+0104
Medium Staff72d6+1254
Long Staff103d6+2403
Great Staff134d6+3603
Giant Staff175d6+4752



Pistols

Pistols are the standard guns from Miridon.

Pistols are [balanced] with other pistols. This is used to calculate the [weight] of wielding two weapons.

Table 6.7.1 - Pistols:
Weapon NameWeapon WeightDamageTo Hit BonusRange
Palm Pistol21d6-050 ft
Revolver52d6-1-060 ft
Heavy Revolver83d6-170 ft
Hand Cannon114d6-280 ft
Dreadnaught155d6-290 ft

 

Sniper Rifles

Sniper Rifles are designed for firing at a long range. They have multiple range increments, each with different penalties to accuracy.

[Short Range] - Firing a sniper rifle at a distance up to this range gives an additional -0 to hit.

[Medium Range] - Firing a sniper rifle at distance up to this range gives an additional -2 to hit.

[Long Range] - Firing a sniper rifle at distance up to this range gives an additional -4 to hit.

[Steady Shot Bonus] - If no [Offensive Action], [Movement Action], [Verbal Action], or [Defensive Action] was performed the previous [Action Block] or the current [Action Block], the sniper rifle adds this value to the [To Hit Bonus].

Table 6.8.1 - Sniper Rifles:
Weapon NameWeapon WeightDamageTo Hit BonusShort RangeMedium RangeLong Range Steady Shot Bonus
Hunting Rifle51d6+1-050 ft100 ft150 ft+2
Battle Rifle83d6-155 ft110 ft165 ft+3
Heavy Rifle124d6-260 ft120 ft180 ft+4
Targeting Cannon155d6-365 ft130 ft195 ft+6
Hand Howitzer207d6-480 ft160 ft240 ft+8

 

Shotguns

Shotguns fire several bullets simultaneously. The bullets have a fairly short range. Each shot fires multiple bullets.

[To Hit Bonus] - Other weapons calculate to hit with 2d6 + [To Hit Bonus] + [Gun Accuracy Boost] to calculate hitting the target. Shotguns calculate to hit with 1d6 + [To Hit Bonus] + [Gun Accuracy Boost] to hit. If the target attempts to dodge the attack, each bullet must be dodged seperately.

[Bullets Fired Per Shot] - Every time a shotgun is shot, multiple bullets are released. This accounts for the number of bullets released. Each bullet is rolled separately. As each shotgun bullet only uses 1d6 and bonuses to calculate to hit, all to hit dice can be rolled at once.

Table 6.9.1 - Shotguns:
Weapon NameWeapon WeightDamageTo Hit BonusRangeBullets Fired Per Shot
Shotgun51d6-050 ft6
Spreadshot81d6+2-150 ft9
Scattershot112d6-145 ft12
Iron Mist152d6+2-340 ft15
Bullet Rain Storm203d6-440 ft20

 

Teslas

Teslas fire a charged burst of pure electricity at an opponent. This burst takes away some of a targets speed and strength points.

[Damage] - Damage dealt by teslas is electrical damage and is affected by a target's [Spell Damage Reduction]. For attacks with a tesla, any calculation that would normally use [Physical Damage Reduction] for calculating weapon damage will use [Spell Damage Reduction].

[Strength Point Damage] - Any target hit with the tesla will have their [Current Strength Points] reduced by this number.

[Speed Point Damage] - Any target hit with the tesla will have their [Current Speed Points] reduced by this number.

Table 6.10.1 - Teslas:
Weapon NameWeapon WeightDamageTo Hit BonusRangeStrength Point
Damage
Speed Point
Damage
Stun Pistol21d6-1-020 ft21
Shock Gun51d6-020 ft42
Plasma Rifle92d6-1-115 ft63
Battery Arm122d6+1-115 ft85
Plasma Cannon153d6-210 ft106