Jump to content

Baseline Weaponry


mayapuppies

Recommended Posts

I thought I would post these here for the heck of it. Whenever I build a weapon for Kamarathin, I utilize these builds as my starting off point. You'll notice that damage and STR Min's are at the generic lowest setting and that is simply because I raise them or leave them as I need for the weapon I am designing.

 

When I want to get specifics, I utilize 'The Palladium Book of Weapons & Armor' as my resource and the numbers they assign as part of a "formula" to build the final weapon.

 

Prices are determined using Killer Shrikes MetaCyber Weapon Pricing. It's not entirely an accurate way to price out weapons "realistically" but I like it and it makes me happy.

Base - Chopping Weapon: (Total: 10 Active Cost, 6 Real Cost) Killing Attack - Hand-To-Hand 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 3) plus Treat 1's rolled for damage as 2's (3 Active Points) (Real Cost: 3)

Base - Crossbow: (Total: 10 Active Cost, 2 Real Cost) Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), Extra Time (Full Phase, Delayed Phase, -3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4), Conditional Power (Cannot Use While Mounted; -1/4), 20 Recoverable Charges (-0) (Real Cost: 1) plus Penalty Skill Levels: +1 vs. Range Modifier with Crossbow (3 Active Points); OAF (-1), Required Hands Two-Handed (-1/2) (Real Cost: 1)

Base - Impact Weapon: (Total: 13 Active Cost, 5 Real Cost) Killing Attack - Hand-To-Hand 1 point, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (9 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 4) plus Penetrating (+1/2) for up to 7 Active Points of Impact Weapon, Reduced Endurance (0 END; +1/2) (4 Active Points); Limited Power (Only Vs. Chainmail, Banded Mail and Plate; -1 1/2), OAF (-1) (Real Cost: 1)

Base - Long Bow: (Total: 10 Active Cost, 3 Real Cost) Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4), Conditional Power (Cannot Use While Mounted; -1/4), 20 Recoverable Charges (-0) (Real Cost: 2) plus Penalty Skill Levels: +1 vs. Range Modifier with Long Bow (3 Active Points); OAF (-1), Required Hands Two-Handed (-1/2) (Real Cost: 1)

Base - Piercing Weapon: (Total: 11 Active Cost, 4 Real Cost) Killing Attack - Hand-To-Hand 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 3) plus Penetrating (+1/2) for up to 7 Active Points of Piercing Weapon, Reduced Endurance (0 END; +1/2) (4 Active Points); Limited Power (Only Vs. Chainmail; -2), OAF (-1) (Real Cost: 1)

Base - Short Bow: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4), 20 Recoverable Charges (-0)

Base - Slashing Weapon: (Total: 16 Active Cost, 6 Real Cost) Killing Attack - Hand-To-Hand 1 point, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 3) plus +1 Damage Class (5 Active Points); OAF (-1), Limited Power (Only vs. Unarmored Hit Locations Locations; -1/4), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 2) plus Armor Piercing (+1/2) for up to 7 Active Points of Slashing Weapon, Reduced Endurance (0 END; +1/2) (4 Active Points); Limited Power (Only vs. Heavy Leather, Soft Leather, Hide and Cloth Armors; -1), OAF (-1) (Real Cost: 1)

 

I do a similar thing with Armor, though it is a tad more complex.

Link to comment
Share on other sites

Re: Baseline Weaponry

 

For crossbows, I find it works nicely to to treat them as having clips of 1 charge each, rather than taking extra time on the crossbow itself. Then loading a crossbow requires the same action as changing a clip (and 16 clips of 1 charge is a -3/4 limitation, or -1/4 if they're recoverable, and makes zero END cost unnecessary).

Link to comment
Share on other sites

Re: Baseline Weaponry

 

For crossbows' date=' I find it works nicely to to treat them as having clips of 1 charge each, rather than taking extra time on the crossbow itself. Then loading a crossbow requires the same action as changing a clip (and 16 clips of 1 charge is a -3/4 limitation, or -1/4 if they're recoverable, and makes zero END cost unnecessary).[/quote']

 

Oh, very nice.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...