Code: Select all
WEAPON COST DAMAGE CRITICAL RANGE WEIGHT TYPE CREW PU
Buzzaxe
Huge 160 gp 3d8 x3 - 60 lbs. Slashing 1 4
Gargantuan 320 gp 4d8 x3 - 120 lbs. Slashing 1 8
Colossal 640 gp 6d8 x3 - 240 lbs. Slashing 1 16
Colossal II 1280 gp 8d8 x3 - 480 lbs. Slashing 1 32
Colossal III 2560 gp 12d8 x3 - 960 lbs. Slashing 1 64
Chain, spiked*
Huge 50 gp 2d6 x2 Melee, 10 ft. reach 30 lbs. Piercing 2 4
Gargantuan 100 gp 3d6 x2 Melee, 15 ft. reach 60 lbs. Piercing 2 8
Colossal 200 gp 4d6 x2 Melee, 20 ft. reach 120 lbs. Piercing 2 16
Colossal II 400 gp 6d6 x2 Melee, 25 ft. reach 240 lbs. Piercing 2 32
Colossal III 800 gp 8d6 x2 Melee, 30 ft. reach 480 lbs. Piercing 2 64
Chattersword
Huge 240 gp 3d6+1d4 x3 - 60 lbs. Slashing 1 4
Gargantuan 480 gp 4d6+1d6 x3 - 120 lbs. Slashing 1 8
Colossal 960 gp 6d6+1d8 x3 - 240 lbs. Slashing 1 16
Colossal II 1920 gp 8d6+2d6 x3 - 480 lbs. Slashing 1 32
Colossal III 3840 gp 12d6+3d6 x3 - 960 lbs. Slashing 1 64
Glaive*
Huge 16 gp 2d8 x3 - 30 lbs. Slashing 1 4
Gargantuan 32 gp 3d8 x3 - 60 lbs. Slashing 1 8
Colossal 64 gp 4d8 x3 - 120 lbs. Slashing 1 16
Colossal II 128 gp 6d8 x3 - 240 lbs. Slashing 1 32
Colossal III 256 gp 8d8 x3 - 480 lbs. Slashing 1 64
Guisarme*
Huge 18 gp 2d6 x3 - 35 lbs. Slashing 1 4
Gargantuan 36 gp 3d6 x3 - 70 lbs. Slashing 1 8
Colossal 72 gp 4d6 x3 - 140 lbs. Slashing 1 16
Colossal II 144 gp 6d6 x3 - 280 lbs. Slashing 1 32
Colossal III 288 gp 8d6 x3 - 560 lbs. Slashing 1 64
Halberd*
Huge 20 gp 2d8 x3 - 35 lbs. Piercing or Slashing 1 4
Gargantuan 40 gp 3d8 x3 - 70 lbs. Piercing or Slashing 1 8
Colossal 80 gp 4d8 x3 - 140 lbs. Piercing or Slashing 1 16
Colossal II 160 gp 6d8 x3 - 280 lbs. Piercing or Slashing 1 32
Colossal III 320 gp 8d8 x3 - 560 lbs. Piercing or Slashing 1 64
Net*
Large 40 gp - - 15 ft. 12 lbs. - 1 2
Huge 80 gp - - 20 ft. 25 lbs. - 2 4
Gargantuan 160 gp - - 25 ft. 50 lbs. - 2 8
Colossal 320 gp - - 30 ft. 100 lbs. - 3 16
Colossal II 640 gp - - 35 ft. 200 lbs. - 3 32
Colossal III 1280 gp - - 40 ft. 400 lbs. - 4 64
Pick
Large 15 gp 1d8 x4 - 12 lbs. Piercing 1 2
Huge 30 gp 2d6 x4 - 25 lbs. Piercing 1 4
Gargantuan 60 gp 3d6 x4 - 50 lbs. Piercing 1 8
Colossal 120 gp 4d6 x4 - 100 lbs. Piercing 1 16
Colossal II 240 gp 6d6 x4 - 200 lbs. Piercing 1 32
Colossal III 480 gp 8d6 x4 - 400 lbs. Piercing 1 64
Ranseur*
Huge 20 gp 2d6 x3 - 35 lbs. Piercing 1 4
Gargantuan 40 gp 3d6 x3 - 70 lbs. Piercing 1 8
Colossal 80 gp 4d6 x3 - 140 lbs. Piercing 1 16
Colossal II 160 gp 6d6 x3 - 280 lbs. Piercing 1 32
Colossal III 320 gp 8d6 x3 - 560 lbs. Piercing 1 64
Rapier*
Large 40 gp 1d8 18-20/×2 - 5 lbs. Piercing 1 2
Huge 80 gp 2d6 18-20/×2 - 15 lbs. Piercing 1 4
Gargantuan 160 gp 3d6 18-20/×2 - 30 lbs. Piercing 1 8
Colossal 320 gp 4d6 18-20/×2 - 60 lbs. Piercing 1 16
Colossal II 640 gp 6d6 18-20/×2 - 120 lbs. Piercing 1 32
Colossal III 1280 gp 8d6 18-20/×2 - 240 lbs. Piercing 1 64
Scimitar
Huge 150 gp 2d6 18-20/×2 - 25 lbs. Slashing 1 4
Gargantuan 300 gp 3d6 18-20/×2 - 50 lbs. Slashing 1 8
Colossal 600 gp 4d6 18-20/×2 - 100 lbs. Slashing 1 16
Colossal II 1200 gp 6d6 18-20/×2 - 200 lbs. Slashing 1 32
Colossal III 2400 gp 8d6 18-20/×2 - 400 lbs. Slashing 1 64
Scythe*
Huge 40 gp 2d6 ×4 - 30 lbs. Piercing or Slashing 1 4
Gargantuan 80 gp 3d6 ×4 - 60 lbs. Piercing or Slashing 1 8
Colossal 160 gp 4d6 ×4 - 120 lbs. Piercing or Slashing 1 16
Colossal II 320 gp 6d6 ×4 - 240 lbs. Piercing or Slashing 1 32
Colossal III 640 gp 8d6 ×4 - 480 lbs. Piercing or Slashing 1 64
Whip*
Large 2 gp 1d4 x2 Melee, 20 ft. reach 5 lbs. Piercing 1 2
Huge 5 gp 1d6 x2 Melee, 25 ft. reach 15 lbs. Piercing 1 4
Gargantuan 10 gp 1d8 x2 Melee, 30 ft. reach 30 lbs. Piercing 1 8
Colossal 20 gp 2d6 x2 Melee, 35 ft. reach 60 lbs. Piercing 1 16
Colossal II 40 gp 3d6 x2 Melee, 40 ft. reach 120 lbs. Piercing 1 32
Colossal III 80 gp 4d6 x2 Melee, 45 ft. reach 240 lbs. Piercing 1 64
*(Special Rules below)
A spiked chain has reach. Unlike most other weapons with reach, it can be used against an adjacent foe.
You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.
When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
You can use the Mech Weapon Finesse feat to apply your mech's Dexterity modifier instead of your mech's Strength modifier to attack rolls with a spiked chain.
Using a mech spiked chain requires a crew of at least 2 members and a mech that has two arms to manipulate the weapon.
Halberd
If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.
You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
Glaive
A glaive has reach. You can strike opponents at twice the mech's normal reach, but you can’t use it against an adjacent foe.
Guisarme
A guisarme has reach. You can strike opponents at twice the mech's normal reach, but you can’t use it against an adjacent foe.
You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.
Net
A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).
A net is useful only against creatures within one size category of it (ie. huge through colossal for a gargantuan net).
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a full crew to fold a net and one additional round for each member the crew is short.
Ranseur
A ranseur has reach. You can strike opponents at twice the mech's normal reach, but you can’t use it against an adjacent foe.
With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
Rapier
You can use the Mech Weapon Finesse feat to apply your Mech's Dexterity modifier instead of your Mech's Strength modifier to attack rolls with a mech rapier that is 50% or less of your mech's base PU.
Scythe
A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.
Whip
A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Mech Weapon Finesse feat to apply your mech's Dexterity modifier instead of your mech's Strength modifier to attack rolls with a whip that is 50% or less of your mech's base PU.