Crossroads SF

- Weapons

Weapons

Name Damage Type Req. [B] Range Notes
Strikes D physical - Touch Non-lethal
  • Fists, Elbows, Kicks
Battle Gloves D physical - Touch Small
  • Gauntlet, Cestus, Brass-knuckles, Claws
Daggers D physical - Touch Throwable, Small
  • Dagger, Knife, Kukri
Light Weapons DD physical [B] 0 Immediate -
  • Shortsword, Handaxe, Light Hammer, Arm Claws, Club
Heavy Weapons D physical [B] 1 Immediate Two-handed
  • Longsword, Axe, Hammer, Quarterstaff, Bayonet
Polearms D physical [B] 1 Adjacent Two-handed, Slow
  • Spear, Harpoon, Trident, Naginata, Glaive, Halberd
Power Weapons DD a1 energy [B] 0 Immediate Two-handed
  • Powersword, Thunderaxe, Blasthammer, Shock Claws
Name Damage Type Req. [B] RV Magazine Range Notes
Bow DD physical [B] 1 1 1 Medium Two-handed, Impact
Crossbow D physical - 2 1 Short Two-handed, Impact
Thrown Weapon D physical - - - Close -
Pistol DD energy - 1 10 Short Small, Rapid Fire
Rifle DD energy [B] 1 2 20 Medium Two-handed, Rapid Fire
Shotgun DD energy [B] 1 2 5 Short Two-handed, Impact, Spread

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 Very Long 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.

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.

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 or Damage Rolls, 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 wepons 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 the weapon has the Slow attribute, it only affects the weapon when it is wielded in one hand.

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 closer than their Range value. However, these weapons might still gain Disadvantage on Attack Rolls at closer ranges.

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.

Rapid Fire

At shorter ranges, this weapon may gain a1 to hit by expending additional ammunition.

Slow

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

Small

This weapon’s main advantage lies in that it is small, making it or easy to wield or conceal.

Spread

For each additional range increment, this weapon gains a1 to hit, but d1 to damage.

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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