Weapons
Engineered Weapons
|
Name |
Prof |
Paws |
DMG |
Traits |
Rarity |
TGH |
Slots |
| Standard Grade | |||||||
| Standard Issue Sword | Simple | 1 | +1 Ripping | Standard | 2 | 1/2 | |
| Standard Issue Crossbow | Simple | 1 | +1 Ripping |
Ammo (Arrow), Range (10) |
Standard | 2 | 1/2 |
| Bigger Sword | Simple | 2 | +2 Ripping | Common | 2 | 1 | |
| Pickaxe | Simple | 2 | +1 Crushing | Breaking (2) | Common | 2 | 1 |
| Splitting Axe | Advanced | 2 | +2 Ripping |
Breaking (2) |
Uncommon | 3 | 1 |
| Basic Warhammer | Advanced | 2 | +1 Crushing |
Breaking (3), Heavy |
Uncommon | 3 | 1 |
| Enforcement Grade | |||||||
| Spear | Simple | 2 | +2 Ripping | Range (2) | Common | 1 | 2 |
| Heavy Crossbow | Advanced | 2 | +1 Ripping |
Ammo (Arrow), Range (10), Breaking (2), Heavy |
Uncommon | 3 | 1 |
| Chain Hook | Advanced | 2 | +2 Ripping | Chained (5) | Rare | 2 | 1/2 |
| Riot Master's Sword | Advanced | 2 | +3 Ripping |
Infused (Fire), Breaking (4), Heavy |
Scarce | 4 | 2 |
| Military Grade | |||||||
| Grimm Issue Sturdy Sword | Simple | 1 | +1 Ripping | Common | 4 | 1/2 | |
| Grimm Issue Sturdy Crossbow | Simple | 1 | +1 Ripping |
Ammo (Arrow), Range (12) |
Common | 4 | 1/2 |
|
Terra Issue Ornate Sword |
Simple | 1 | +2 Ripping | Uncommon | 2 | 1/2 | |
|
Terra Issue Ornate Crossbow |
Simple | 1 | +2 Ripping |
Ammo (Arrow), Range (10) |
Uncommon | 2 | 1/2 |
| Auco Issue Blade | Simple | 1 | +2 Ripping |
Infused (High), Piercing (2) |
Rare | 3 | 1 |
| Auco Issue Ballista | Advanced | 2 | +2 Crushing |
Ammo (Bolt), Range (15), Heavy |
Rare | 4 | 2 |
| Ari Issue Cleaver | Advanced | 2 | +2 Ripping |
Breaking (3), Heavy |
Valuable | 3 | 1/2 |
|
Ari Issue Crossbow |
Advanced | 2 | +2 Ripping |
Breaking (3), Range (10), Heavy |
Valuable | 2 | 1 |
|
Pip Issue Harvesting Blade |
Advanced | 1 | 0 |
Infused (Exposed), Piercing (2) |
Valuable | 3 | 1/2 |
|
Pip Issue Pacifier Crossbow |
Advanced | 2 | 0 |
Infused (Void), Piercing (3) |
Valuable | 2 | 1/2 |
|
Teddy Issue Big Ass Sword |
Advanced | 2 | +4 Ripping |
Breaking (4), Heavy |
Scarce | 4 | 2 |
|
Teddy Issue Big Ass Bow |
Advanced | 2 | +3 Ripping |
Breaking (4), Heavy |
Scarce | 4 | 2 |
| Guild Grade | |||||||
| Steam Rifle | Simple | 2 | +1 Ripping |
Ammo (Steam Core), Range (8) |
Common | 3 | 1 |
| Steam Repeater | Simple | 1 | +2 Ripping |
Ammo (Steam Core), Range (4) |
Common | 2 | 1 |
| Ruckster Rifle | Advanced | 2 | +3 Crushing |
Ruckster (2), Range (10) |
Uncommon | 1 | 1 |
| Combat Gauntlets | Advanced | 0 | +2 Crushing | +1 AR | Rare | 4 | 1/2 |
| Human Grade | |||||||
| Baseball Bat | Simple | 2 | +2 Crushing | Breaking (2) | Uncommon | 3 | 1 |
| Fire Axe | Simple | 2 | +2 Ripping | Breaking (2) | Uncommon | 3 | 1 |
| Sledge Hammer | Simple | 2 | +1 Crushing | Breaking (3) | Uncommon | 3 | 1 |
| Locked Riot Rifle | Simple | 2 | +3 Ripping |
Ammo (Bullet), Range (20), Breaking (2) |
Valuable | 3 | 2 |
| Pistol Boomstick | Simple | 1 | +2 Ripping |
Ammo (Bullet), Range (20), Breaking (3) |
Rare | 4 | 1 |
| Rifle Boomstick | Simple | 2 | +3 Ripping |
Ammo (Bullet), Range (30), Breaking (3) |
Rare | 3 | 2 |
| Shotgun Boomstick | Simple | 2 | +2 Ripping |
Ammo (Bullet), Range (8), Breaking (4) |
Rare | 3 | 2 |
| Unlocked Riot Rifle | Simple | 2 | +5 Ripping |
Ammo (Bullet), Range (15), Breaking (2) |
Scarce | 3 | 2 |
| Chainsaw | Advanced | 2 | +5 Ripping |
Ammo (Oil), Piercing (4) |
Scarce | 4 | 2 |
| Starship Rifle | Advanced | 2 | +5 Ripping |
Ammo (Bullet), Range (40), Breaking (7) |
Elusive | 4 | 1 |
| Starship Pistol | Advanced | 1 | +5 Ripping |
Ammo (Bullet), Range (30), Breaking (6) |
Elusive | 5 | 2 |
Invented Weapons
Making weapons is done using a series of steps and modifications focused around modifying the weapons damage. A weapon's starting damage is based on it's rarity, as found in the table below. The weapon may be invented with just that amount of damage, as a 2 paw melee weapon with 2 toughness and 1 bag slot of space. However, one may find it fun to go through the various sections of the invention process to trade damage for weapon features. For instance, taking -1 damage to free up a paw in combat.
An invented weapon can have as many modifications as the creator wants, as long as the damage does not exceed 2 higher than the starting amount, and the damage does not go under 0.
| Rarity | Damage |
| Standard | 1 |
| Common | 2 |
| Uncommon | 3 |
| Valuable | 4 |
| Rare | 5 |
| Scarce | 6 |
| Elusive | 7 |
Basic Stats
The basic attributes of a weapon are the most important things about it, but also some of the most simple ones. Feel free to select the stats from the following sections to best fit your weapon's characteristics.
Proficiency - All weapons start with a simple proficiency. Should one desire, they may increase the proficiency to advanced and gain 1 damage.
Paws - All weapons start with a requirement of 2 paws to wield them. A weapon may be wielded with 1 paw by remove 1 damage, or it may be wielded with no paws by removing 3 damage.
Toughness - It takes some work to make an invention stand up to being bashed in by a sledge hammer. Without changes, weapons have a toughness of 2. This may be increased by removing 1 damage and gaining 1 toughness as many times as one desires.
Slots - Most engineered weapons are made to be packed well, but invented weapons can be a little bit more of a beast to carry. They start at 1 bag slot. They may be reduced to 1/2 a bag slot by removing 1 damage. They may also increase in bag slots by adding 1 damage and 1 bag slot as many times as desired.
Traits
Traits make up the core of inventing a weapon. Traits can be complex and involve several tables, or be straight forward. It depends on the complexity of weapon you're looking to build.
Ammo
Weapons using ammo means they require more upkeep. This can gain a weapon a decent amount of damage depending on how hard that ammo is to come by. Use the table below and gain that much damage, but add the requirement that the tied item is required to use the weapon.
| Arrows | +1 Damage |
| Bolts | +2 Damage |
| Steam Cores | +2 Damage |
| Fuel | +3 Damage |
| Pyrotechnics | +3 Damage |
| Shells | +3 Damage |
| Bullets | +4 Damage |
Range
Range is a powerful tool for a weapon to have. This can make it cut into damage for a long amount of range. For every damage sacrificed, gain 5 tiles of range.
Breaking
Weapons that can break armor are particularly useful, but also particularly hard to make. A good hammer can break a good piece of armor, but good luck finding a good hammer. For every 3 damage sacrificed, gain +1 Breaking.
Piercing
Unlike breaking, Piercing can make a single attack more powerful, but it does not permanently discount an enemies protection. This can make it easier to work with, since putting a small hole in a steel plate is easier than snapping it in half. For every 2 damage sacrificed, gain +1 Piercing.
Heavy
A powerful but heavy item can be a tide changer, but it's a real pain in the butt to haul around. Making a weapon heavy gives that weapon 3 extra damage.
Sluggish
Sluggish items are beasts to handle, but pack more of a punch for the trouble. Making a weapon sluggish gives that weapon 2 extra damage. Weapons that are not frequently equipped and unequipped should not be given sluggish.
Infused
Weapons with infusions are incredibly useful, but very very rare for a reason. To add an infusion 4 damage must be sacrificed, and the toughness of the item cannot exceed 4.
Ruckster
Ruckster weapons are notoriously unreliable. Ammo that breaks on a chance is typically considered a non-starter, but no one could look past the raw power output of a crystal that explodes. When adding Ruckster to a weapon, select a break chance ranging from 1 to 5. Add that amount of damage to the weapon.
Chained
Typically used by those trying to take prisoners, chained weapons are particularly useful for trapping enemies in the room with you. To add a chain, you can sacrifice 1 damage for every 3 tiles of chain added to the weapon.
Illegal
A weapon which can use illegal technologies, which adds 2 damage.
Worm pointed out the pickaxe is more powerful than an invented weapon is, and thinks breaking weapons are currently shitty with inventing. Looking at it more, honestly, i agree. My immediate thought is to bring down the crushing damage on the pickaxe to 0, and to bring down the cost of adding a level of breaking by 1. This would make the pickaxe consistent with inventing rules.
Is "Spear"'s range trait supposed to be range (2) or range (10)?
In reply to #2
Range 2, as in 2 tiles of reach. It's been in the system since it was based off savage worlds in the late 2010s. I'm thinking it might be worth changing, since extra reach means less now than it did in savage worlds. Maybe piercing? The only reason I think it shouldnt be removed is that spears are used as a symbol of the guards, so it feels like a good idea to have available
Starting damage for invented weapons based on rarity feels a little too low. It takes a common invented weapon to match the effectiveness of a standard issue sword. An option could be raising all of the base damages for invented weapons by 1?
In reply to #3
I'm not completely against that, though I also think its worth nerfing the standard issue gear, especially in the bag slot category.
Scratch that, it actually takes an UNcommon invented weapon to match a std. issue sword
In reply to #4
You can edit the other comment to include this and archive this set to keep it neater down here
Is "Grimm Issue Sturdy Crossbow"'s range trait supposed to be range (12)? it feels like a strange number compared to the rest of the ranges (minus the spear but i already made a comment about that too)
In reply to #5
It was, I had made that stat block before I had finished making the invented weapons rules, so I think it should be swapped to a multiple of 5. I think 15, since 10 would put it on par with standard issue, and Grimms stuff is essentially just slightly better standard issue
The only difference between the "Fire Axe" and "Splitting Axe" is that the fire axe is a simple weapon instead of advanced. There's no quality or damage change, is this intentional?
In reply to #6
Nope, big oversight on my part. Can try to differentiate them more, but i might be more partial to just dropping the splitting axe.
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