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Weapon Modifications: AD&D

Swords Broad Khopesh Long Scimitar Short 2-Hand Bastard 1H Bastard 2H S 1D12 2D6 2D6 1D10 1D10 2D6 1D10 2D6 M 1D10 2D4 1D12 1D8 1D8 2D8 1D10 2D6+1 L 1D8 2D4 1D8 1D8 1D6 2D8 1D8 1D10 H/G 1D6 2D3 1D8 1D6 1D4 2D6 1D6 1D8 Spd 4 6 5 5 3 8 7 6 Special

-1 to AC in chain or lighter (-1 max) +2 to AC +1 to AC -1 to AC

All bows have a spd factor of 2 if arrow knocked or Xbow is loaded. Xbows loaded long term will need frequent repair of spring mechanism. Bows S M L H/G Spd Special Short 1D10 1D8 1D6 1D4 5 +1 shot per 2 rounds if ammo ready Long 1D12 1D10 1D8 1D6 8 +1 shot per 2 rounds if ammo ready Long Comp 1D12 1D10 1D8 1D6 8 +1 to hit armored target Light Xbow 2D8 2D6 2D4 2D3 6 +2 to hit metal armored target Heavy Xbow 2D12 2D10 2D8 2D6+1 10 +4 to hit metal armored target Bludgeoning Foot Mace Horse Mace Flail Morning Star Club Quarterstaff Sling Bullet Sling Stone Warhammer Greathammer Axes H. Axe Melee H. Axe Throw Battle Axe 2 Hand Axe S 1D8+1 1D8 1D6 1D10 1D6 1D8 1D8 1D6 1D8 2D8 S 1D6 1D6 1D10 2D10 M 1D6 1D6 1D6 1D8 1D4 1D6 1D6 1D6 1D6 2D6 M 1D6 1D4 1D8 2D8 L 1D4 1D6 1D3 1D6 1D3 1D6 1D6 1D4 1D6 1D8 L 1D4 1D4 1D8 2D6 H/G 1D3 1D4 1D2 1D4 1D2 1D4 1D4 1D3 1D4 1D6 H/G 1D4 1D3 1D6 2D6 Spd 4 4 4 5 2 5 6 6 4 9 Spd 4 4 7 12 Special +3 dam vs hard armor (not natural) +2 dam vs hard armor (not natural) +1 to hit exposed skin/clothing -2 to AC +2 to hit soft targets +1 to hit soft targets +3 damage vs plate metal armors +2 to AC Special -1 to AC (-1 max) Can throw two in first round of combat +2 to AC

Double damage for charging is already included Lances S M L H/G Spd Special Light 2D10 2D8 2D6 2D4 8 Must be on horse, and charging. If not Medium 2D12 2D10 2D8 2D6 10 Charging, damage halved. -4 to hit S Heavy 4D10 4D8 3D8 3D6 12 -1 to hit M, +1 to hit L, +4 to hit H

Knives Dagger Knife Throwing Knife

S 1D6 1D4 1D4

M 1D4 1D3 1D3

L 1D3 1D2 1D2

H/G 1D2 1 1

Spd Special 1 -1 to AC with 2 daggers 1 1 3 per round 2 per pound

All polearms except halberd can be set to receive charge. 2x damage dice below if set. Polearms Bardiche Glaive Halberd Military Fork S 2d4 1d8 1d6 M 2d 4 1d 8 1d 8 1d 8 2d 6 2d 4 2d 6 M 1d8 1d3 1d10 2 1d3 2d8 1d6 1d3 1d4 1d2 1d6 L 2d6 1d6 1d1 0 1d8 2d4 2d4 2d6 L 1d6 1d2 1d8 1 1d2 2d6 1d4 1d2 1d4 1 1d6 H/G 2d4 1d4 1d1 0 1d6 2d4 2d4 2d4 Spd Special (only 1 att per round) 9 -1 to AC 8 9 7 9 8 10 -2 to hit S, -1 to hit M Special Add +2 to damage if used in melee 10% chance of agro or flee per pt damage. Double damage if hit by more than 5 over Normally used with poisons -4 to hit S, -2 vs M, +2 vs H No damage vs armor or fur See below: +2 dam vs plate armor -1 to AC +1 to hit L, +2 to H

1d1 0 Lucern Hammer 2d6 Ranseur Voulge Other Weps Spear Whip Arquebus Blowgun Dart Harpoon Javelin Scourge Sickle Sap Trident 2d6 2d8 S 2d4 1d3 1d12 2 1d3 2d10 1d6 1d4 1d6 1d3 1d8

H/G Spd 1d4 6 1 8 1d6 1 1 2d6 1d3 1 1d3 0 1d4 15 4 2 7 4 5 4 2 7

Sap: Roll of 20 will knock out a target. +1 to roll per level above target. Add +5 if target is surprised. -4 if target is 1 size class larger than wielder, -10 if two size classes larger. Natural 20 always knocks out the target.

Whip: If specialized, this weapon can be used to disarm. Use the same rolls as sap, but disarm is goal instead of a knockout. A modified 20 is required always disarms the target. Roll is -4 vs. two hand weapons

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