Crossroads MVP

- Weapons

Weapons

Name Damage Req. [B] Range Notes
Strikes D - Touch Non-lethal
  • Fists, Elbows, Kicks
Battle Gloves D - Touch Small
  • Gauntlet, Cestus, Demi-Gauntlet
Name Damage Req. [B] Range Notes
Daggers D - Touch Throwable, Small
  • Dagger, Knife, Kukri
Throwable (Melee) D - Short Throwable, Fragile
  • Light Hammer, Throwing Axe, Javelin
Light Blades DD [B] 0 Short -
  • Shortsword, Rapier, Punching Dagger, Sickle
Light Weapons DD [B] 0 Short -
  • Handaxe, Light Mace, Shortspear, Club
Name Damage Req. [B] Range Notes
Heavy Weapons D [B] 1* Short *Adaptable, Slow
  • Sword, Axe, Mace, Flail
Great Weapons DD a1 [B] 1 Short Two-handed, Slow
  • Greatsword, Greataxe, Greathammer, Heavy Flail, Greatclub
Staves D [B] 0 Short Two-handed
  • Quarterstaff, Hanbo
Polearms D [B] 1* Long *Adaptable, Throwable
  • Spear, Harpoon, Trident, Yari, Naginata, Dory, Hasta
Name Damage Req. [B] RV Range Notes
Shortbow DD [B] 0 1 Medium Two-handed
Longbow DD a1 [B] 2 2 Far Two-handed
Light Crossbow DD - 2 Medium Two-handed, Impact
Heavy Crossbow DD a1 [B] 1 4 Medium Two-handed, Impact
Thrown Weapon D - - Close -
Sling DD - 1 Medium Small, Impact

Range

Weapons are grouped into rough approximations of range. These are defined below, but may be changed if you wish. Each range is approximately double the previous range.

Melee Weapons may be used up to one increment above their range, but receive d1 on any Attack or Damage Rolls. Ranged weapons may be used up to Far Range, but receive d1 on any Attack or Damage Rolls for each Range Increment.

If used at closer ranges, certain weapons receive d1 on Attack Rolls and Damage. Certain weapons with Impact gain a1 on Damage Rolls within certain ranges.

Reload Value (RV)

Reload Value is the number of Actions required to reload ammunition into a ranged weapon. Eg. An RV2 weapon needs 2 Actions to reload before it can be used.

— Ranged Weapons in Melee Range

Weapons used at melee ranges (Closer than Close Range) gain d1 on Attack Rolls.

— Ranged Weapons at longer Ranges

Weapons used at ranges above those given gain d1 on Attack Rolls. This penalty increases for each Range increment.

— Why are Ranged Weapon Ranges so short?

A weapons maximum range is not the same as its effective range. The Range given here is the range at which the marksman would be expected to be able to hit a target, but it's possible to use these weapons past this range. This will incur certain penalties for hitting moving targets at greater distances.

Weapon weights and requirements

Certain weapons have a minimum strength requirement in order for them to be used. Large and unwieldy weapons typically require more physical strength to hold and may even require two hands. Bows will also require a certain amount of strength in order to properly draw back.

Using a weapon without meeting one of the requirements grants d1 on both Attack Rolls and Damage. If more than one requirement is not met, the weapon may not be used.

Light Weapons may be wielded in the characters “off-hand” (non-dominant hand) but if [B] is required, it is increased by 1.

Improvised Weapons

Characters may improvise weapons from other items they find. If this is done, pick an appropriate weapon and use the profile for that weapon. However, Improvised Weapons may be unbalanced or otherwise ill-suited for fighting, and they might gain Disadvantage on Attack Rolls or Damage. They will also probably be Fragile.

Broken Weapons

Weapons and other Equipment may become damaged or broken during the course of a campaign. This may be due to general use, magic, enemy attacks, or various other reasons.

Weapons that are Damaged gain Disadvantage on Attack Rolls or Damage, and weapons that are Broken might not be usable at all until they are repaired.

Ammunition

By default, characters are assumed to have enough ammunition to last an adventure, and it does not need to be tracked. However, the GM might decide that the ammunition has run out or been damaged in some way and may not be usable, for narrative purposes. If this is the case, a character may not shoot their ranged weapon.

Alternatively, character may track Ammunition with "charges", similar to an . Certain actions or events might use up one or more charges of Ammunition, and a character has no Ammunition when there are no charges. Throwing weapons may be counted individually, or may be treated like Ammunition. This should be agreed upon by the players and the GM.

Ammunition is replenished along with other consumables whenever characters return to a Settlement, camp, or any supply area, unless specified otherwise by the GM.

Any weapon with a Reload Value requires ammunition and two hands to reload.

Weapon Typical Ammunition
Bow Arrows
Crossbow Bolts
Sling Bullets

Special Ammunition

Certain weapons may be able to use special ammunition. This may be made of a special material, or be affected in some way, such as ignited or covered in .

Special ammunition may deal additional damage or change the damage type of the weapon. This ammunition might be tracked separately from regular ammunition if desired. This ammunition is otherwise treated normally. For the benefit of other players, please specify if you change ammunition type.

While every weapon uses its own kind of ammo, certain weapons may allow Improvised Ammo. For example, a crossbow using arrows (instead of bolts) or a sling using regular stones (instead of special bullets). In these cases, using improvised or inferior ammunition may affect the weapon damage or accuracy.

Weapon Effects

Adaptable

Weapon may be used one- or two-handed, reducing the [B] required by 1 if used two-handed.

If an Adaptable weapon has the Slow quality, it loses this quality when wielded with two hands.

Fragile

Fragile weapons are likely to break when used and suffering from Failures or Partial Successes.

Impact

Impact Weapons gain a1 on Damage Rolls if the target is within one Range increment below their Range value. However, these weapons might gain Disadvantage on Attack Rolls at closer ranges.

Base Range −> Impact Range
Medium −> Close
Far −> Medium

Improvised

Improvised Weapons are any item that’s not intended to use as a weapon. Treat it as a weapon of an appropriate type but gain d1 on Attack Rolls or Damage.

Non-Rigid

Non-rigid weapons are often made with hinges or chains rather than a solid shaft. This makes them harder to defend against, though they are more difficult to use.

Opponents gain d1 on Block or Parry Avoidance Rolls against Non-rigid weapons, but these weapons may only be used at the ranges given.

Non-Lethal

The damage dealt by this weapon is less lethal than other weapons.

Enemies defeated by this weapon are knocked unconscious. They may die after being knocked unconscious, however.

Slow

Targets gain a1 on Dodge Avoidance Rolls against attacks from this weapon.

Small

A major feature of this weapon is that it is small, making it or easy to carry or conceal.

Throwable

This weapon can be used in melee or thrown. This uses the rules for Thrown Weapons.

Two-handed

This weapon requires two hands to use. Certain weapons may be used with one hand if the character is strong enough or for certain actions, such as firing a loaded crossbow, though this will usually incur Disadvantage.

All ranged weapons using ammunition require a second hand to be reloaded.

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