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New Weapons:, Weapons of Thurian:
| Nialldubh |
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New Weapons By LucaCherstich
The format is:
"name" (cost/damage/Critical/AP/Range Incr/Hardness/hp/weight/Type)
SIMPLE WEAPONS
One-handed Melee Weapons Morning Star, Heavy (12 sp/1d10/×2/5/—/6/5/4 lb/B and P ) Morning Star, Light (8 sp/1d8/×2/3/—/6/3/2.5 lb/B and P )
MARTIAL WEAPONS
Light Melee Weapons Hammer, light (5 sp/1d6/×2/2**/20 ft/5/2/2 lb/B )
One-Handed Melee Weapons Bipennis* (7 sp/1d8/×3/4/5 ft/6/5/3.5 lb/S ) Hammer (5 sp/1d10/×3/4/—/7/4/5 lb/B ) Zaghnal (15 sp/1d8/×3/5/—/7/5/3 lb/P and S )
Two-Handed Melee Weapons Bipennis, long-hafted* (30 sp/2d6/x3/5/—/7/10/8 lb/S )
EXOTIC WEAPONS
One-Handed Melee Weapons Flail*, Reach Weapon (15 sp/1d8/18-20 x2/3/—/10/5/8 lb/B ) Mace and Chain * (15 sp/1d10/18-20 x2/3/—/10/5/8 lb/B ) Mace and Chain (Spiked) * (30 sp/1d10/18-20 x2/4/—/9/5/8 lb/B and P )
---------DESCRIPTIONS-----------
Bipennis: This is a double-headed axe. The two blades are smaller (and deal less damage) than the blade of a battleaxe, in order to be more comfortably wield by one hand (A TWO-BLADED BATTLEAXE DOES NOT WORK IF WIELD WITH 1 HAND, UNLESS IT IS A TWO-HANDED WEAPON, SEE BELOW THE LONG-HAFTED BIPENNIS). This weapon is still balanced enough to be thrown. The double wings allow for a return attack against an opponent without reversing the blade or one's grip on the weapon's haft, but it is really useful only if the weapon is held two-handed. Unofficial special rule: when wielded with 2 hands, and if the wielder has a Dex bonus of at least +1, this weapon grants +1 attack of opportunity, which can be used even if the wielder does not have the Combat Reflexes feat. This further attack cannot be used when one is flat-footed. NOTE: THIS IS A MODIFIED VERSION OF THE BIPENNIS in Misfit Studios "Barbaric Warrior"
Bipennis, long-hafted: Similar to the bipennis but to be wielded with two hands. Its longer haft and slightly larger blades allows for greater armor penetration and damage. Unofficial special rule: If the wielder has a Dex bonus of at least +1, this weapon grants +1 attack of opportunity, which can be used even if the wielder does not have the Combat Reflexes feat. This further attack cannot be used when one is flat-footed. NOTE: THIS IS A MODIFED VERSION OF THE BIPENNIS in Misfit Studios "Barbaric Warrior"
Flail: This awkward but powerful weapon is a favourite of gladiators and heavy infantry. A flail is a stout rod of hard wood that has a metre-long series of chain links driven into one end that attach to the weapon’s head – a cylinder of metal or stone often set with spikes or bladed flanges. Because of the whipping motion and arm strength it requires to wield a flail, few are skilled enough to use it. Flail attacks made by a proficient wielder impose a –3 penalty on the Parry Defence of a target (Dodge Defence is unchanged). Unofficial modification: even if this weapon is a "reach weapon", it can be used to attack adjacent squares. It can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail in order to avoid being tripped.
Should any attack roll be a natural 1, backlash occurs. Instead of striking your opponent, that flail head completes its revolution and strikes, instead, at you. The wielder must then make a Reflex save at a DC of 10 + Base Attack Bonus or be struck by his own weapon. NOTE: THIS IS A MODIFIED VERSION OF THE WEAPON FROM MONGOOSE's WARRIOR'S COMPANION.
Hammer: This weapon is a one-handed sledge or maul with a large, heavy head. Note: THIS IS THE WEAPON REPRESENTED IN THE CORE RULES 2e page 149 as a "Warhammer" while the statistics there are for a Late-Medieval style warhammer with a bec-de-corbin style hook (piercing damage).
Hammer, Light: This is a small sledge light enough to throw.
Mace And Chain (normal & spiked): Similar to a flail, the strike head of the mace and chain could either be a smooth round steel ball or it could be spiked, like a Morningstar. One who is proficient with a version is also proficient in the other. Either version gives a +2 bonus on their opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt. Because of the whipping motion and arm strength it requires to wield a flail, few are skilled enough to use it. It can be used to trip an opponent. If you are tripped during your own trip attempt, you can drop the weapon in order to avoid being tripped. This weapon is a shield bypass weapon, therefore Mace and Chain attacks made by a proficient wielder impose a –3 penalty on the Parry Defence of a target (Dodge Defence is unchanged).
Should any attack roll be a natural 1, backlash occurs. Instead of striking your opponent, that metal head completes its revolution and strikes, instead, at you. The wielder must then make a Reflex save at a DC of 10 + Base Attack Bonus or be struck by his own weapon.
Morning star, Heavy and Light: This is a spiked club resembling a mace. The spikes distinguish it from a mace which can have, at most, flanges or small knobs. It is used by both infantry and cavalry. NOTE: THIS IS THE WEAPON REPRESENTED AS "MACE" IN CORE RULES 2e page 147.
Zaghnal (Vendhya, Kosala and Iranistan): The zaghnal is a shafted weapon used in Vendhya. The name means 'crows beak' which it resembles in profile with the slightly curved double edge dagger blade mounted on a shaft as it was an axe blade. This weapon is good for armour piercing.
- I always thought that the list of weapons in the Core Rules was not definitive and that, furthermore, some of the weapons in the figures (mace and warhammer) were not truly represented by statistics (maces for the spikes and warhammer for a similar reason). Here some of the weapons I created (or converted).
Please, leave your comments or add more weapons!
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| LucaCherstich |
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Adept/Warrior
 
Group: Members
Posts: 92
Member No.: 2
Joined: 22-April 11

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New Weapon
I'm recently busy trying to translate weapons from the Codex Martialis to Conan. In this process I had some thinking on the "Falchion."
Conan blades tend to be of two types: - double edged (arming swords, etc..): higher dmg, crit 19-20/x2
- Slashers (sabres etc.): normal dmg, crit 18-20/x2
But the falchion, at least to me, is a completely different type of blade, it is a chopper. It is more built for "Chopping" rather than pure "Slashing." Its effects on enemies should be more like those of Axes and Machetes than those of Sabers or Scimitars.
Which to me means:
- higher damage
- good critical (x3, like axes) but not enough possibilities to make it (like sabers do), so the crit should be x3, instead of 18-20/x2
- The AP is also reduced (2 instead of 3) if compared to a similar-size, one-hand-and-half sword (the double-edged warsword).
- I also reduced the cost (I think it should not be more expensive than a double-handed Tulwar or a warswords, which are both weapons more sophisticated than a falchion).
- I also reduced the hp. Why? I did it since the steel of this weapon should not be nearly as good as one of a warsword, neither its blade, even if it is a broad blade, should be as thick as the blade of a longer, heavier, double-handed tulwar.
- I also reduced its weight to 6lb, since 8lb seems too heavy to wield with one-hand, even if you have spent a feat for the Exotic Weapon.
So these are my new stats for the falchion.
FALCHION Martial, two-handed Exotic if used one-handed COST: 100 sp Dmg.: 1d6+1d8 Crit: x3 AP: 2 hd: 10 hp: 7 Weight 6lb Type: S
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| Nialldubh |
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New Weapons by Iron-chef
SIMPLE WEAPONS:
Light Melee Weapons Sap: 1 sp, Dmg 2d10 subdual, Crit 20/x3, AP 0, Rng 0, Hard 0, HP 1, Wt 2 lb., Type Bludgeoning. Special: A sap only deals subdual damage. It is only useful if the target's head can be struck with a sneak or surprise attack. A helm reduces the sap's damage to 1 point of subdual (+ Strength modifier). Any target whose unhelmeted head is struck must make a Fortitude save (DC 10 + damage dealt) or be rendered unconscious for 1d4 minutes.
One-Handed Melee Weapons Morningstar, Light: - 2 sp - 1d8 - x3 - AP0 - 0' - Hrd7 - HP3 - 2.5 lb – B/P.
Sickle: This is a farmer's weapon. Because of the weapon's shape, you can use it to make trip attacks. If you are tripped during your your own trip attempt, you can drop the sickle to avoid being tripped.
Cost 6 sp, Dmg 1d6, Crit 20/x2, AP 1, Rng 0, Hard 7, HP 3, Wt 2 lb., Type Slashing.
Two-Handed Melee Weapons Morningstar, Heavy: - 3 sp - 1d10 - x3 - AP2 - Hrd7 - HP5 - 4 lb – B/P
Scythe: This is the standard farm implement that focuses tremendous force on the sharp point, allowing devastating slashes. Because of the weapon's shape, you can use it to make trip attacks. If you are tripped during your your own trip attempt, you can drop the scythe to avoid being tripped.
18 sp, Dmg 2d4, Crit 20/x4, AP 2, Rng 0, Hard 7, HP 10, Wt 10 lb., Type Slashing
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| Nialldubh |
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Administrator
    
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New Weapons
MARTIAL WEAPONS: by Iron-chef
Light Melee Weapons Kama: - 4 sp - 1d6 - x4 – AP 3 - 0' - Hrd7 - HP3 - 2 lb - P. This weapon may be used to make Trip attacks. The wielder may drop the weapon to avoid being tripped in return.
One-Handed Melee Weapons
Knife, Ilbarsi: This long curved knife, common among the hillmen of the Ilbars Mountains, is similar to the Zhaibar knife.
25 sp, Dmg 1d10, Crit 19-20/x2, AP 1, Rng 0, Hard 8, HP 5, Wt 2 lb., Type Slashing.
Rapier: - 200 sp - 1d8 - 18-20(x2) – AP 4 - 0' - Hrd10 - HP5 - 3 lb - S or P - Finesseable.
Two-Handed Melee Weapons
Bec-de-corbin: - 10 sp - 1d8 - x3 – AP 11 - 0' - Hrd7 - HP8 - 6 lb. - B or P.
Estoc (Two-Handed Rapier): - 200 sp - 2d8 - 18-20(x2) - AP6 - 0' - Hrd10 - HP8 - 4 lb - P - Finesseable.
War Maul: - 8sp - 2d6 - x3 – AP 6 - 0' - Hrd 7 - HP 8 - 8 lb - B. An eight pound hammerhead on a stick. Adapted for war from implements used to pound in stakes, split firewood and crush rocks.
War Maul, Heavy: - 10sp - 2d8 - x3 – AP 9 - 0' - Hrd 7 - HP 8 - 10 lb - B. A ten pound hammerhead on a stick. Adapted for war from implements used to pound in stakes, split firewood and crush rocks.
EXOTIC WEAPONS:
One-Handed Melee Weapons Cat-O-Nine Tails or Scourge: A cat-o'-nine-tails (nine tailed light whip) or scourge (three tailed barbed light whip) can be used to torture captives; doing so adds a +2 bonus to all Profession (Torturer) checks. Neither of these lighter versions of the whip can damage anyone with DR 1 or better.
1 sp, Dmg 1 point lethal + 1d4 subdual on unarmoured opponents, Crit 20/x2, AP 0, Rng 0, Hard 2, HP 0, Wt 1 lb, Type Slashing
Flail, light: - 1d8 - x3 – AP 3 - 0' - Hrd7 - HP4 - 2.5 lb - B – Special: Spinning Attack: - 1d10 - x3 - AP4.
Flail, Heavy - 1d10 - x3 – AP 5 - 0' - Hrd7 - HP5 - 4 lb - B – Special: Spinning Attack: - 1d12 - x3 - AP6.
Two-Handed Melee Weapons
Flail, Great: - 2d10 - x3 – AP 6 - 0' - Hrd7 - HP10 - 7 lb - B – Special: Spinning Attack: - 2d12 - x3 - AP7.
Ranged Weapons
Bamula Hunting Bow: This heavy composite bow is used by warriors of the Bamula tribe to hunt dangerous game such as lions.
20 sp, Dmg 1d10, Crit 19-20/x2, AP 2*, Hard 5, HP 3, Rng 70 ft., Wt 3 lb., Type Piercing.
Blowgun: This weapon requires two hands to use. Loading a blowgun is a move equivalent action that provokes attacks of opportunity. The blowgun has a maximum range of five range increments. Blowguns are common in Antillia but unknown elsewhere.
20 sp, Dmg 1, Crit 20/x2, AP 0*, Hard 5, HP 3, Rng 10, Wt 2 lb., Type Piercing. Blowgun Darts (10): 1 sp, Wt .5 lb.
Bolas: A set of bolas consists of two or three heavy wooden spheres connected by lengths of cord. Bolas only deal subdual damage. Because the bolas can wrap around to grapple an enemy's leg, wrist, or neck, you can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your trip attempt when using a set of bolas. 5 sp, Dmg 1d6 subdual, Crit 20/x2, AP 0*, Hard 0, HP 1, Rng 10 ft., Wt 2 lb., Type Bludgeoning
Bolas, Barbed: The barbed bolas is similar to a normal bolas, except that its weighted balls are studded with hooked barbs. The barbed bolas function identically to the bolas except that its damage is not subdual damage. In addition, on any failed attempt to break or wriggle free, the grappled character takes an additional 1d4 points of damage. 10 sp, Dmg 1d6, Crit 20/x2, AP 0*, Hard 0, HP 1, Rng 10 ft., Wt 2 lb., Type Bludgeoning and Slashing
Net: – 20 sp – n/a – n/a – n/a – 10 ft. – Hard 2 – HP 5 – 6 lb., Type: n/a. See 3.5 PHB for special rules.
FLAIL RULES: 1 – Flails suffer a -2 penalty to initiative. 2 - Characters with only a Flail who attempt to Parry, and characters who try to Parry an attack by a Flail, suffer a -4 penalty to their Parry DV. 3 - Despite other rules allowing all weapons to use a Finesse Attack, a Flail may never do so. 4 - In the case where the wielder of a flail suffers a Critical Failure, (should such rules be in use) the result is always that the Flail wielder hits himself with his own weapon. 5 - As a Standard Action, a character may use a Flail to make a special Spinning Attack.
NOTES: Bec-de-corbins may be set to receive a charge. Lances double their AP value when used in a mounted charge or when set to receive a charge. Pikes double their AP value when set to receive a charge. Spears double their AP when used in a charge on foot or when set to receive a charge. Swords all grant their wielder a +1 bonus to Parry. Swords may be created with basket hilts that prevent them from being disarmed for an extra 25 sp to cost.
NEW FEATS MASTER OF FLAILS (General, Soldier) Prerequisite: Proficiency with any Flail-type weapon. Weapon Focus with any Flail-type weapon. BAB+6 Benefit: The Character may make a Spinning Attack with any Flail for which he has Weapon Focus as an Attack Action. Normal: Making a Spinning Attack with a Flail-type weapon is a Standard Action.
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| Nialldubh |
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New Weapons by Johannixx
ONE HANDED MELEE WEAPONS
Rapier: 100 sp, Dmg 1d8, Crit 18-20/x2, AP 2, Rng 0, Hard 10, HP 3, Wt 2 lb., Type Piercing.
Special: The Rapier's protective hilt grants a +2 bonus to resist being Disarmed. You may make Finesse attacks with a Rapier.
EXOTIC RANGED WEAPONS
Greater Bamula Hunting Bow: This heavy composite bow is used by warriors of the Bamula tribe to hunt dangerous game such as lions. 25 sp, Dmg 1d12, Crit 20/x3, AP 3*, Hard 5, HP 3, Rng 70 ft., Wt 4 lb., Type Piercing
Conan uses this bow during his flight across the plains of Kush, after his attempt to weld the Bamulas into his own personal fighting force is thwarted by the tribe's shamans.
Game balance is an issue, I'm trying to create a devastating weapon with high AP, but not the end-all, be-all of melee. I've lowered the crit multiplier, raised the AP, and changed the damage to 2d12. Also imposed a -2 penalty to attack rolls and initiative (unwieldy) for Medium creatures even with the Exotic Weapon Proficiency.
War Maul: 100 sp, 2d12/x2, AP 9, 30 lb., Hardness 8, Hit Points 10, Bludgeoning, Reach: 5 ft.
The war maul is a five foot warhammer that is too heavy to use for an untrained Medium creature, even with two hands. In fact, a creature must have a minimum Strength score of 17 to even wield one effectively at all. A Medium creature with the Exotic Weapon Proficiency and Strength 17+ can wield the war maul with two hands at -2 penalty to attack rolls and initiative. A Medium creature using the war maul without the Exotic Weapon Proficiency feat not only suffers a -4 penalty to attack rolls, but also to initiative. A Large creature can use a war maul with two hands as a martial weapon without penalty, or with one hand as an exotic weapon with a -2 penalty to attack rolls and initiative. A Large creature without the Exotic Weapon Proficiency who uses the war maul in one hand suffers the standard -4 penalty to its attack rolls.
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| Nialldubh |
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Administrator
    
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New WeaponFalchion:
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