Weapon Damage Values MELEE weapons The following weapons are useable in hand to hand combat and have a range of 1 hex unless otherwise stated. Unless otherwise stated weapons deal lethal damage. NAME |SPEED |DAMAGE |MOVE |SPECIAL |NOTES Axe -1 +2 +0 dual wield One-handed axes ---------------------------------------------------------------------------------------------------------------------------- Battle Axe -2 +4 -1 2-hander 2-handed war axes ---------------------------------------------------------------------------------------------------------------------------- Broadsword -1 +4 +0 2-Hander Includes 2-handers such as Claymores ---------------------------------------------------------------------------------------------------------------------------- Bundi / Katar +2 +1 +0 dual wield +1 soak on parries ---------------------------------------------------------------------------------------------------------------------------- Cat-o-Nine-Tails +2 +4 +0 1 hex reach this is a whip, an unarmored target hit by the Cat-o-Nine-Tails suffers intense pain and has a +1 (non-cumulative) difficulty penalty the next round ---------------------------------------------------------------------------------------------------------------------------- Chain +0 +0 +0 2+-hex reach inflicts bashing damage and adds +1 to the wielder's checks to maintain holds with it. If used to disarm the user gets +2 dice to their disarm dice pools. Bladed chain weapons like the Kusarigama have +2 dmg when striking with the blades but chain functions and bonuses cannot be used in the same round. On an attack roll botch the weapon inflicts its damage roll on the user. ---------------------------------------------------------------------------------------------------------------------------- Hand Claw +1 +1 +0 open handed does not impede Grab maneuvers ---------------------------------------------------------------------------------------------------------------------------- Katana +1 +3 +0 none This also includes Bokken; the wooden training swords. Such weapons only inflict bashing damage. ---------------------------------------------------------------------------------------------------------------------------- Knife +2 +1 +0 dual wield This entry also includes Knife-like weapons that have a blade of 6 inches or less like Kama. ---------------------------------------------------------------------------------------------------------------------------- Lance -2 +6 +0 can only be used from horseback A botch to an attack roll with this weapon dismounts the user causing five dice of unsoakable bashing damage from the fall and ruins the lance. ---------------------------------------------------------------------------------------------------------------------------- Long Sword -1 +2 +0 none One-handed blades greater then 9" ---------------------------------------------------------------------------------------------------------------------------- Mace -1 +3 -2 none Includes morningstars and flails ---------------------------------------------------------------------------------------------------------------------------- Maul -2 +6 -2 2-hex reach Requires 2 dots of Chain skill. 1/2 the damage is aggravated from spikes or blades the other 1/2 is bashing damage that ignores armor ---------------------------------------------------------------------------------------------------------------------------- Meteor Hammer -2 +2/+6 +0 chain weapon reach limited only by chain length can inflict bashing or aggravated damage user suffers 1 bashing damage and is entangled on an attack roll botch ----------------------------------------------------------------------------------------------------------------------------- Nunchaku +1 +2 +0 dual-wield inflicts bashing damage ---------------------------------------------------------------------------------------------------------------------------- Polearm +0 +3 -1 2-hex reach damage type will depend on if attacking with staff or blade and reach can be increased if it is a throwable type like a javelin ---------------------------------------------------------------------------------------------------------------------------- Quarterstaff +0 +2 +1 none inflicts bashing damage ---------------------------------------------------------------------------------------------------------------------------- Rapier +2 +1 +1 see --> This is a thrusting weapon and includes Epees and foils. If the weapon has a protective handguard it gains +1 soak on Parries. ---------------------------------------------------------------------------------------------------------------------------- Sai +1 +1 +0 dual wield +2 to soak on parries and disarm for 1 Sai +3 to soak on parries and disarm when dual wielding Sai ---------------------------------------------------------------------------------------------------------------------------- Short Sword +0 +1 +0 dual wield bladed weapons with a blade length for 6" to 9" ---------------------------------------------------------------------------------------------------------------------------- Spear +0 +3 +1 2-hex reach Includes weapons like the Naginata. ---------------------------------------------------------------------------------------------------------------------------- Tetsubo -2 +5 -1 ignore armor inflicts bashing damage ---------------------------------------------------------------------------------------------------------------------------- Tonfa +1 +0 +0 +2 Soak when Blocking and Parrying ---------------------------------------------------------------------------------------------------------------------------- Warhammer +0 +1 +0 multi-use hammer head inflicts bashing damage pick or spike inflicts aggravated damage this weapon can be used as a tool ---------------------------------------------------------------------------------------------------------------------------- Whip +2 +0 +0 2+-hex reach this weapon inflicts bashing damage ---------------------------------------------------------------------------------------------------------------------------- Wind & Fire Wheel +2 +1 +0 dual wield user gets +1 to Focus and concentration checks when using Focus maneuvers and holding this weapon ---------------------------------------------------------------------------------------------------------------------------- Bows & Arrows Bows confer a range or damage bonus upon the arrows they fire. The speed modifier is set by the bow itself and relates to the time required to prepare another arrow. All bows require a functional string to fire which can be severed with 3 points of cutting or burning damage. Other then the horse bow none of these can be fired on the move. These weapons are usually intended to kill and infict aggravated damage. NAME |SPEED |DAMAGE |MOVE |SPECIAL Short Bow +1 +0 -0- range of roughly 70 yards ---------------------------------------------------------------------------------------------------------------------------- Medium Bow +0 +0 -0- range of 120 yards ---------------------------------------------------------------------------------------------------------------------------- Long Bow -1 +1 -0- range of half a mile under optimal ballistics but over 200 yards the difficulty to hit becomes 9 ---------------------------------------------------------------------------------------------------------------------------- Horse Bow -1 +1 see --> when used from horseback the horse is free to move normally carrying the rider along ---------------------------------------------------------------------------------------------------------------------------- Light Crossbow +1 +1 -0- ---------------------------------------------------------------------------------------------------------------------------- Heavy Crossbow -2 +2 -0- ---------------------------------------------------------------------------------------------------------------------------- ARROWS ------- Standard as bow +0 -0- this is the "average" arrow ---------------------------------------------------------------------------------------------------------------------------- Armor Piercing as bow +0 -0- gains an additional 5 dice to punch through armor (this is damage to the armor/obstacle itself) ---------------------------------------------------------------------------------------------------------------------------- Incendiary as bow +1 -0- can start a fire ---------------------------------------------------------------------------------------------------------------------------- Cutter as bow +3 -0- damage bonus ineffective against armor ---------------------------------------------------------------------------------------------------------------------------- Fork as bow see --> -0- -2 damage versus flesh or harder surfaces +2 damage to cut ropes ---------------------------------------------------------------------------------------------------------------------------- CROSSBOW BOLTS --------------- Light as crossbow +0 -0- ---------------------------------------------------------------------------------------------------------------------------- Armor Piercing as crossbow +1 -0- gains an additional 5 dice to punch through armor (this is damage to the armor/obstacle itself) ---------------------------------------------------------------------------------------------------------------------------- Heavy as crossbow +3 -0- ---------------------------------------------------------------------------------------------------------------------------- FIREARMS *All Firearms require a hit check per shot and always deal aggravated damage. This section is intentionally simple. Feel free to customize firearms as needed.* Guns may be used as blunt instruments to pistol whip a target sharing the fighter's hex. This does Strength +2 damage worth of bashing damage. In the event of a botch while attempting to pistol whip someone the gun is damaged and must be repaired before it can be used as a projectile weapon. NAME |SPEED |DAMAGE |MOVE |SPECIAL |NOTES Pistol +2 +3 -0- ---------------------------------------------------------------------------------------------------------------------------- Rife +0 +5 -0- ---------------------------------------------------------------------------------------------------------------------------- Scattergun +1 +2 (x2) -0- ---------------------------------------------------------------------------------------------------------------------------- Semi-Auto +2 +2 (x3) -0- ---------------------------------------------------------------------------------------------------------------------------- Heavy Pistol +2 +4 -0- ---------------------------------------------------------------------------------------------------------------------------- Heavy Rifle +1 +6 -0- ---------------------------------------------------------------------------------------------------------------------------- Semi-Auto Rifle -1 +4 (x2) -0- ---------------------------------------------------------------------------------------------------------------------------- Machine Gun +4 -1 (x3) -0- ---------------------------------------------------------------------------------------------------------------------------- Heavy Weapons see --> A direct strike from a Heavy Weapon - tank fire, artillery shell, mortar, etc - is an automatic 20 health levels of aggravated damage that can only be soaked by cover, specialized armor, or Barrier focus maneuvers. They are otherwise automatically fatal. Statistics are not provided in this listing per weapon as they will not usually be used in a Street Fighter campaign. ----------------------------------------------------------------------------------------------------------------------------