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 Name | Weapon Weight | Damage | To Hit Bonus |
Longsword | 2 | 1d6+1 | +1 |
Claymore (sword) | 4 | 2d6 | +2 |
Greatsword | 7 | 3d6 | +3 |
Grand Saber | 10 | 4d6 | +4 |
Monument Sword | 15 | 6d6 | +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 Name | Weapon Weight | Damage | To Hit Bonus | Block Bonus | Heavy Block Bonus | Super Block Bonus |
Small Shield | 2 | 0 | +2 | +1 | +1 | +1 |
Large Shield | 4 | 1d6-1 | +4 | +2 | +4 | +6 |
Great Shield | 7 | 1d6+1 | +5 | +3 | +5 | +7 |
Grand Shield | 10 | 2d6 | +7 | +5 | +8 | +10 |
Monument Shield | 15 | 3d6 | +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 Name | Weapon Weight | Damage | To Hit Bonus | Physical Damage Reduction Damage | Mech Physical Damage Reduction Damage |
Hand Drill | 2 | 1d6 | +0 | 0 | 1 |
Arm Drill | 5 | 2d6 | +1 | 1 | 1 |
Power Drill | 7 | 3d6 | +2 | 1 | 2 |
Grand Drill | 10 | 4d6 | +3 | 1 | 3 |
Star Drill | 15 | 6d6 | +4 | 2 | 5 |
Heavenly Drill | 20 | 8d6 | +6 | 2 | 7 |
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 Name | Weapon Weight | Damage | To Hit Bonus | Speed Point Damage |
Hand hammer | 2 | 1d6 | +0 | 0 |
War Hammer | 6 | 3d6 | +1 | 1 |
Maul | 10 | 5d6 | +2 | 3 |
Great Maul | 15 | 8d6 | +3 | 4 |
The Crusher | 20 | 10d6 | +5 | 5 |
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 Name | Weapon Weight | Damage | To Hit Bonus | Grapple Attack Damage | Grapple Speed Damage | Grapple To Hit Bonus | Maximum Grapple Strength |
Unarmed | 0 | 1 | +0 | 0 | 3 | +0 | 0 |
Claw | 1 | 1d6-1 | +0 | 1d6 | 4 | +0 | 0 |
Gauntlet | 3 | 1d6+1 | +1 | 2d6 | 4 | +1 | 1 |
Clawed Gauntlet | 5 | 2d6-1 | +2 | 3d6 | 5 | +2 | 1 |
Heavy Gauntlet | 8 | 2d6+1 | +3 | 4d6 | 5 | +3 | 2 |
Giant Gauntlet | 10 | 3d6 | +3 | 5d6 | 6 | +3 | 2 |
King's Gauntlet | 16 | 4d6 | +4 | 6d6 | 7 | +4 | 3 |
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 Name | Weapon Weight | Damage | To Hit Bonus | Ghost Power Storage | Cast Spell Strength Cost |
Short Staff | 4 | 1d6 | +0 | 10 | 4 |
Medium Staff | 7 | 2d6 | +1 | 25 | 4 |
Long Staff | 10 | 3d6 | +2 | 40 | 3 |
Great Staff | 13 | 4d6 | +3 | 60 | 3 |
Giant Staff | 17 | 5d6 | +4 | 75 | 2 |
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 Name | Weapon Weight | Damage | To Hit Bonus | Range |
Palm Pistol | 2 | 1d6 | -0 | 50 ft |
Revolver | 5 | 2d6-1 | -0 | 60 ft |
Heavy Revolver | 8 | 3d6 | -1 | 70 ft |
Hand Cannon | 11 | 4d6 | -2 | 80 ft |
Dreadnaught | 15 | 5d6 | -2 | 90 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 Name | Weapon Weight | Damage | To Hit Bonus | Short Range | Medium Range | Long Range | Steady Shot Bonus |
Hunting Rifle | 5 | 1d6+1 | -0 | 50 ft | 100 ft | 150 ft | +2 |
Battle Rifle | 8 | 3d6 | -1 | 55 ft | 110 ft | 165 ft | +3 |
Heavy Rifle | 12 | 4d6 | -2 | 60 ft | 120 ft | 180 ft | +4 |
Targeting Cannon | 15 | 5d6 | -3 | 65 ft | 130 ft | 195 ft | +6 |
Hand Howitzer | 20 | 7d6 | -4 | 80 ft | 160 ft | 240 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 Name | Weapon Weight | Damage | To Hit Bonus | Range | Bullets Fired Per Shot |
Shotgun | 5 | 1d6 | -0 | 50 ft | 6 |
Spreadshot | 8 | 1d6+2 | -1 | 50 ft | 9 |
Scattershot | 11 | 2d6 | -1 | 45 ft | 12 |
Iron Mist | 15 | 2d6+2 | -3 | 40 ft | 15 |
Bullet Rain Storm | 20 | 3d6 | -4 | 40 ft | 20 |
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 Name | Weapon Weight | Damage | To Hit Bonus | Range | Strength Point Damage | Speed Point Damage |
Stun Pistol | 2 | 1d6-1 | -0 | 20 ft | 2 | 1 |
Shock Gun | 5 | 1d6 | -0 | 20 ft | 4 | 2 |
Plasma Rifle | 9 | 2d6-1 | -1 | 15 ft | 6 | 3 |
Battery Arm | 12 | 2d6+1 | -1 | 15 ft | 8 | 5 |
Plasma Cannon | 15 | 3d6 | -2 | 10 ft | 10 | 6 |