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 Post subject: Expanded Weapon charts
PostPosted: Sun Jun 15, 2008 9:13 am 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 6:48 pm
Posts: 259
Location: Wichita, KS
I decided to post some stats for larger versions of weapons for Mech use. The damages are based on the increased weapon size table on pg. 28 of the PHB.

Code:
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)

Chain, Spiked
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.


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