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# Armor Properties
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## Loud
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Gives penalty when trying to sneak
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# Weapon Types
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## Melee Weapon Types
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| Weapon Type | Base Damage Dice | Base Damage Type | Optimal Range |
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| ----------------- | ---------------- | -------------------- | ------------- |
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| Hand | d4 | Bludgeoning | 0 to 5 feet |
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| Clubs | d6 | Bludgeoning | 0 to 5 feet |
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| Flails | d6 | Slashing | 0 to 5 feet |
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| Knives | d4 | Slashing or Piercing | 0 to 5 feet |
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| One handed axes | d6 | Slashing | 0 to 5 feet |
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| One handed mauls | d6 | Bludgeoning | 0 to 5 feet |
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| One handed swords | d6 | Slashing or Piercing | 0 to 5 feet |
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| Polearms | d8 | Slashing | 6 to 15 feet |
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| Spears | d8 | Piercing | 0 to 5 feet |
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| Two handed axes | d10 | Slashing | 0 to 5 feet |
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| Two handed mauls | d10 | Bludgeoning | 0 to 5 feet |
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| Two handed swords | d10 | Slashing or Piercing | 0 to 5 feet |
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## Ranged Weapon Types
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| Weapon Type | Base Damage Dice | Base Damage Type | Optimal Range | Capacity |
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| ---------------------- | ---------------- | ---------------- | ------------- | -------- |
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| Automatic Rifles | d8 | Ballistic | 31 to 60 feet | 12 |
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| Blowguns | d4 | Piercing | 16 to 30 feet | 1 |
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| Bows | d8 | Piercing | 31 to 60 feet | 1 |
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| Crossbows | d8 | Piercing | 31 to 60 feet | 1 |
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| Handguns | d6 | Ballistic | 6 to 15 feet | 6 |
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| Rifles | d8 | Ballistic | 31 to 60 feet | 8 |
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| Shotguns | d12 | Ballistic | 6 to 15 feet | 6 |
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| Slings | d4 | Piercing | 6 to 15 feet | 1 |
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| SMGs | d4 | Ballistic | 6 to 15 feet | 16 |
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| Spears | d8 | Piercing | 16 to 30 feet | 1 |
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| Throwing Blades | d6 | Slashing | 16 to 30 feet | 1 |
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| Throwing Blunt Objects | d4 | Bludgeoning | 16 to 30 feet | 1 |
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## Exotic Weapons
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| Weapon Type | Base Damage Dice | Base Damage Type | Max Attacks |
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| ----------- | ---------------- | ---------------- | ----------- |
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| Launchers | | | |
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### Single Shot DVs Based on Range
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| Weapon Type | 0 to 5 feet | 6 to 15 feet | 16 to 30 feet | 31 to 60 feet | 61 to 100 feet | 101 to 200 feet | 200 to 400 feet | 401 to 800 feet |
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| ---------------------- | ----------- | ------------ | ------------- | ------------- | -------------- | --------------- | --------------- | --------------- |
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| Automatic Rifles | 24 | 21 | 18 | 15 | 20 | 25 | 30 | 35 |
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| Blowguns | 21 | 18 | 15 | 20 | 25 | 30 | 35 | 40 |
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| Bows | 24 | 21 | 18 | 15 | 20 | 25 | 30 | 35 |
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| Crossbows | 24 | 21 | 18 | 15 | 20 | 25 | 30 | 35 |
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| Handguns | 18 | 15 | 20 | 25 | 30 | 35 | 40 | 45 |
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| Rifles | 24 | 21 | 18 | 15 | 20 | 25 | 30 | 35 |
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| Shotguns | 18 | 15 | 20 | 25 | 30 | 35 | 40 | 45 |
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| Slings | 18 | 15 | 20 | 25 | 30 | 35 | 40 | 45 |
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| SMGs | 18 | 15 | 20 | 25 | 30 | 35 | 40 | 45 |
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| Spears | 21 | 18 | 15 | 20 | 25 | 30 | 35 | 40 |
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| Throwing Blades | 21 | 15 | 20 | 25 | 30 | 35 | 40 | 45 |
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| Throwing Blunt Objects | 21 | 18 | 15 | 20 | 25 | 30 | 35 | 40 |
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# Appendix D.4 Weapons
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## Melee Weapons
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| Name | Weapon Type | Damage Dice | Damage Type | Properties | Min Strength | Material Cost | Material Type |
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| -------------- | ----------- | ----------- | ----------- | ---------- | ------------ | ------------- | ------------- |
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| Brass Knuckles | Hand | 1d4 | Bludgeoning | Simple | 2 | | |
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## Ranged Weapons
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| | |
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| --- | --- |
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| | |
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| Name | Description |
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| ----------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
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| Melee | Melee weapons can not be used to make ranged attacks and their range is equivalent to the reach of the character using them. The typical reach of a character is 5 feet. |
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| Ranged | Ranged weapons can not effectively make melee attacks. If a character makes a melee attack with a ranged weapon treat the weapon as an improvised weapon. |
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| Autofire | When a ranged weapon has the Autofire property it can be used to take an Autofire Action. |
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| Reload | Indicates that the weapon needs to be reloaded when it runs out of ammo. If a ranged weapon does not have this property it is automatically reloaded after each attack and the character using the weapon does not need to take the [[03 🔵 Actions#Reload Weapon (I)\|Reload Weapon]] action after running out of ammo. |
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| Non-lethal | When a weapon has the non-lethal property it always deals superficial damage. Non-lethal weapons can be used to deal lethal damage but suffers a -2 penalty to attack rolls when attempting to deal lethal damage. |
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| Damage Type | Some weapons have a damage type property that indicates what type of damage the weapon deals as base damage. This property overwrites the standard damage type of the weapon. |
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| Reach | Some weapons grant the character additional reach when interacting with characters and objects while using the weapon. These weapons have the Reach property followed by a number equal to the additional distance in feet that the character can reach when using the weapon. |
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| Finesse | If you have proficiency with the weapon type you can add Agility to your damage instead of Strength. |
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| Heavy | Use Strength instead of Agility when rolling to hit a target. |
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| Thrown | This weapon can be thrown and considered a ranged weapon. |
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| | |
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# Materials
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| Name | Category | Strength | Bulk | Properties |
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| --------- | ----------- | -------- | ---- | -------------------------------------- |
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| Iron | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
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| Steel | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
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| Bronze | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
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| Copper | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
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| Tin | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
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| Pewter | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
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| Zinc | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
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| Brass | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
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| Aluminum | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
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| Gold | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
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| Silver | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
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| Hard wood | Hard, Wood | | | Flammable |
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| Soft wood | Wood | | | Flammable |
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| Rubber | | | | Resistant (Electric 6) |
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| Obsidian | Hard, Stone | | | Brittle |
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| Rock | Hard, Stone | | | |
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# Material Properties
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## Conductive
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Conductive is a general property that can be applied to Electric, Fire, and Cold damage types.
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When a material with this property makes contact with something that deals Electric damage all creatures touching the material receives the Electric damage.
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This comes in to play most often with armor. Typically you only take damage if the base damage of an attack gets through the armor. But if the armor is Conductive and the attack deals electric damage you will take that electric damage if the attack hits. If the base damage gets through the armor you take the electric damage twice. Once for the conductive property and once from the damage getting through the armor.
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## Corrosive
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Whenever something with the Corrosive property deals damage to a material that damage is doubled. If no damage would be dealt but there is contact the material will take one damage.
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In combat this means that when an attack gets through armor it deals 2 damage to the armor instead of 1 and if the attack hits but doesn't get through the armor the armor will still take one point of damage.
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## Corrosion Resistant
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## Flammable
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- Healing Kit
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