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 Weapons Rules and Facts

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Leoinpharoh
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Leoinpharoh


Posts : 104
Join date : 2011-08-04

Weapons Rules and Facts Empty
PostSubject: Weapons Rules and Facts   Weapons Rules and Facts I_icon_minitimeThu Oct 20, 2011 1:18 am

When you confront villains and monsters in their lairs, you often end up in situations that can be
resolved only with arms and magic. If you don’t have magical powers, you had better have a weapon or two. In fact, you might want a weapon to back up or even augment your powers.

Weapon Categories:
Weapons fall into four categories. Improvised weapons aren’t weapons you train with—they’re objects you pick up to hit someone with. Punching or kicking someone is also considered an improvised weapon. Simple weapons are basic, requiring little more skill than lifting and hitting with the business end. Military weapons are designed for skilled users. Balance and precision are important factors when using military weapons, and someone without the proper training can’t use them effectively. Superior weapons are even more effective than military weapons but require special training to use. You can learn to use a superior weapon by taking the Weapon Proficiency feat.

Weapons in all four categories are further categorized as melee weapons, which you use to attack foes within reach of the weapon, or ranged weapons, which you use to fire at more distant enemies. You can’t use a ranged weapon as a melee weapon. A melee weapon with the heavy thrown or the light thrown property counts as a ranged weapon when thrown and can be used with ranged attack powers that have the weapon keyword.

Finally, weapons are classified as either one-handed or two-handed. A one-handed weapon is
light enough or balanced enough to be used in one hand. A two-handed weapon is too heavy or unbalanced to use without two hands. Bows and some other weapons require two hands because of their construction.

Some one-handed weapons are light enough for you to use in your off hand while holding another one-handed weapon in your other hand. Doing this doesn’t let you make multiple attacks in a round (unless you have powers that let you do so), but you can attack with either weapon. Other one-handed weapons are large enough that you can keep a good grip on them with two hands and deal extra damage by using them as two-handed weapons.

Weapon Groups:
Weapon groups are families of weapons that share certain properties. They’re wielded similarly and are equally suited to certain kinds of attacks. In game terms, some powers and feats work only when you’re attacking with a weapon in a specific group. If a weapon falls into more than one group, you can use it with powers that require a weapon from any of its groups. For example, the halberd is both an axe and a polearm, so you can use it with powers that give you an additional benefit when you wield an axe or a polearm.
Weapon Groups:

Weapon Properties:
Weapon properties define additional characteristics shared by weapons that might be in different
groups.
Weapon Properties:

Reading the Weapon Tables:


A weapon entry contains the following information, organized in columns on the weapon tables.

Weapon: The weapon’s name.

Prof.: Proficiency with a weapon gives you a proficiency bonus to attack rolls, which appears in
this column if applicable. Some weapons are more accurate than others, as reflected here. If you’re not proficient with the weapon, you don’t gain this bonus.

Damage:
The weapon’s damage die. When a power deals a number of weapon damage dice (such as 4[W]), you roll the number of the dice indicated by this entry. If the weapon’s damage die is an expression of multiple dice, roll that number of dice the indicated number of times. For example, a falchion (which has a damage die of 2d4) deals 8d4 damage when used with a power that deals 4[W] on a hit.

Range: Weapons that can strike at a distance have range. The number before the slash indicates the normal range (in squares) for an attack. The number after the slash indicates the long range for an attack; an attack at long range takes a –2 penalty to the attack roll. Squares beyond the second number are considered to be out of range and can’t be targeted with this weapon. If a melee weapon has a range entry, it can be thrown and belongs to either the light
thrown or the heavy thrown category. An entry of “—” indicates that the weapon can’t be used at range.

Price: The weapon’s cost in gold pieces. An entry of “—” indicates that the item has no cost.

Weight: The weapon’s weight in pounds.
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