Difference between revisions of "Publication:World of Warcraft: The Role Playing Game/Weapons"

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These are not the only weapons found in the World of Warcraft Role Playing Game. In addition to the weapons found below, The WoWRPG also has most of the [[SRD:Weapons|SRD Weapons]].
 
 
 
The WoWRPG does not have the following SRD weapons: Heavy Spiked Shield, Kama, Light Hammer, Nunchaku, Orc Double Axe, Ranseur, Rapier, Sai, Shiruken, Siangham, Spiked Armor, Spiked Shield.
 
 
 
 
{| class="zebra d20"
 
|+
 
=====Table 9-2: Weapons=====
 
|-
 
! Align="left" | Martial Weapons !! Cost !! MR !! Dmg (S) !! Dmg (M) !! Critical !! Range Increment !! Weight1 !! Type<sup>[[#2|2]]</sup>
 
|-
 
! colspan="9" |''One-Handed Melee Weapons''
 
 
|-
 
|-
| Align="left" | Bayonet, miniature || 8 gp || — || 1d3 || 1d4 || &times;2 || — || 1 lb. || Piercing or slashing
+
! Align="left" | Martial Weapons !! Cost !! MR !! Dmg (S) !! Dmg (M) !! Critical !! Range Increment !! Weight1 !! Type<sup>[[#
|-
 
| Align="left" | Warblade || 20 gp || — || 1d6 || 1d8 || &times;2 || — || 3 lb. || Slashing
 
|-
 
! colspan="9" |''Two-Handed Melee Weapons''
 
|-
 
| Align="left" | Bayonet || 15 gp || — || 1d6 || 1d8 || &times;3 || — || 2 lb. || Piercing
 
|-
 
| Align="left" | Greathammer || 40 gp || — || 1d10 || 2d6 || &times;3 || — || 14 lb. || Bludgeoning
 
|-
 
| colspan="9" |
 
 
|-
 
|-
 
! Align="left" | Exotic Weapons !! Cost !! MR !! Dmg (S) !! Dmg (M) !! Critical !! Range Increment !! Weight<sup>[[#1|1]]</sup> !! Type<sup>[[#2|2]]</sup>  
 
! Align="left" | Exotic Weapons !! Cost !! MR !! Dmg (S) !! Dmg (M) !! Critical !! Range Increment !! Weight<sup>[[#1|1]]</sup> !! Type<sup>[[#2|2]]</sup>  
Line 40: Line 18:
 
|-  
 
|-  
 
| Align="left" | Moon sword || 100 gp || — || 1d6 || 2d4 || 18–20/&times;2 || — || 4 lb. || Slashing  
 
| Align="left" | Moon sword || 100 gp || — || 1d6 || 2d4 || 18–20/&times;2 || — || 4 lb. || Slashing  
|-  
+
|- the gunpowder he is carrying immediately detonates. See the “Fire in the Hole!” sidebar for details.}}Firearms use 1 ounce of gunpowder per shot.
| Align="left" | Warglaive || 125 gp || — || 1d6 || 2d4 || &times;3 || — || 3 lb. || Slashing
+
Gunpowder
|-
 
! colspan="9" |''Two-Handed Melee Weapons''
 
|-
 
| Align="left" | Halberd, tauren || 50 gp || — || 1d8 || 2d6 || &times;3 || — || 25 lb. || Piercing or slashing
 
|-
 
| Align="left" | Totem, tauren || 20 gp || — || 1d10 || 2d8 || &times;2 || — || 50 lb. || Bludgeoning
 
|-
 
! colspan="9" |''Ranged Weapons''
 
|-
 
| Align="left" | Blunderbus (no feat needed) || 250 gp || 1 || Special || Special || — || Special || 10 lb. || Piercing
 
|-
 
| Align="left" | Shot, Bluderbus (12) || 10 gp || — || — || — || — || — || 3 lb. || 
 
|-
 
| Align="left" | Flintlock pistol || 400 gp || 1 || 2d6 || 3d6 || &times;3 || 20 ft. || 5 lb. || Piercing
 
|-
 
| style="text-align: left; padding-left: 2em;" | Balls, pistol (10) || 5 gp || — || — || — || — || — || 3 lb. || —
 
|-
 
| Align="left" | Long rifle || 700 gp || 1 || 2d6 || 3d6 || &times;3 || 200 ft. || 20 lb. || Piercing
 
|-
 
| style="text-align: left; padding-left: 2em;" | Bullets, rifle (10) || 6 gp || — || — || — || — || — || 3 lb. || —
 
|-
 
| Align="left" | Mortar'''<sup>[[#3|3]]</sup>''' || 75 gp || 1 || Special || Special || &times;2 || 40 ft. || 20 lb. || Special
 
|-
 
| class="foot" colspan="9" |
 
# <span id="1">Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.</span>
 
# <span id="2">When two types are given, the weapon is both types if the entry specifies “and,” either type (player’s choice at time of attack) if the entry specifies “or,” or each end of the [[SRD:Double Weapon|double weapon]] is a different type if the entry specifies “/.”</span>
 
# <span id="3">The mortar fires mortar shells; see Table 9–3: Explosives and Gunpowder for specifics.</span>
 
|}
 
{| class="zebra d20"
 
|+
 
=====Table 9-3: Explosives and Gunpowder=====
 
|-
 
! Align="left" | Weapon !! Cost !! MR !! Damage !! Blast Radius !! Range Increment !! Weight !! Type
 
|-
 
| Align="left" | Bomb, catapult'''<sup>[[#4|4]]</sup>''' || 150 gp || 1 || 8d6 || 15 ft. || 5 ft. || 10 lb. || Fire
 
|-
 
| Align="left" | Bomb, emplaced'''<sup>[[#4|4]]</sup>''' || 80 gp || 1 || 4d6 || 5 ft. || — || 5 lb. || Fire
 
|-
 
| Align="left" | Bomb, grenade'''<sup>[[#4|4]]</sup>''' || 40 gp || 1 || 2d6 || 10 ft. || 10 ft. || 1 lb. || Fire
 
|-
 
| Align="left" | Gunpowder, 2-pound horn || 35 gp || 1 || — || — || — || 2 lb. || —
 
|-
 
| Align="left" | Gunpowder, 15-pound keg || 250 gp || 1 || — || — || — || 20 lb. || —
 
|-
 
| Align="left" | Gunpowder, imbued, 2-pound horn || 1,300 gp || 2 || — || — || — || 2 lb. || —
 
|-
 
| Align="left" | Gunpowder, refined, 2-pound horn || 100 gp || 1 || — || — || — || 2 lb. || —
 
|-
 
| Align="left" | Gunpowder, refined, 15-pound keg || 1,400 gp || 1 || — || — || — || 20 lb. || —
 
|-
 
| Align="left" | Shell, mortar || 25 gp || 1 || 3d6 || 5 ft. || — || 1 lb. || Fire
 
|-
 
| class="foot" colspan="8" |
 
# <span id="4">These explosives require no proficiency to use (although a skill check may be required).</span>
 
|}
 
=== Firearms ===
 
Firearms are a relatively new dwarven invention.
 
Despite the dangers of dealing with volatile explosives,
 
the possibilities fascinate tinkers and engineers.
 
 
 
Firearms are treated like other ranged projectile
 
weapons, although they cannot be constructed to
 
benefit from a wielder’s exceptional Strength bonus.
 
Firearms are exotic weapons (except for the blunderbuss,
 
which requires no expertise — it’s point-and-shoot).
 
Exotic Weapon Proficiency (firearms) grants a character
 
proficiency with all firearms; otherwise, she takes
 
–4 nonproficiency penalty on attack rolls. (Ironforge
 
dwarves and goblins treat flintlock pistols and long rifles
 
as martial weapons.)
 
 
 
Firearms use various types of ammunition. Most
 
firearms and firearm ammunition obey all the normal
 
rules for masterwork and magic weapons (a +2 long
 
rifle is perfectly legal). As with other projectile weapons,
 
the enhancement bonus from a firearm does not stack
 
with the enhancement bonus from its ammunition.
 
Ammunition fired from a firearm is always lost or
 
destroyed, even if it misses the target.
 
 
 
The Malfunction Rating (MR) for firearms and
 
explosives varies depending on the specific weapon.
 
When firearms malfunction they usually jam or misfire,
 
while explosives go off prematurely or prove to be duds.
 
See “Gunpowder,” below, for additional details.
 
=== Gunpowder ===
 
{{Sidebar|Fire in the Hole!|Gunpowder has MR 1; imbued gunpowder has MR 2. On a malfunction, the gunpowder uncontrollably detonates. One pound of gunpowder deals 2d6 points of fire damage to all characters within 5 feet (a DC 18 Reflex save halves the damage). Loads of gunpowder all piled together deal more damage and affect a larger radius; for each additional pound of gunpowder, the explosion deals an additional 2d6 points of fire damage and the radius increases by 5 feet.
 
Imbued gunpowder deals twice as much damage as normal gunpowder.
 
 
 
'''Take Cover!'''
 
 
 
If a character rolls a natural 1 on a saving throw against a fire effect (such as burning hands or a gunpowder explosion), in addition to any other negative effects, all the gunpowder he is carrying immediately detonates. See the “Fire in the Hole!” sidebar for details.}}Firearms use 1 ounce of gunpowder per shot.
 
Gunpowder is sold in small kegs (15-pound capacity, 20
 
pounds total weight) and in water-resistant powder horns (2-pound capacity and total weight). Sixteen ounces are
 
in a pound. If gunpowder gets wet, it is ruined and does
 
not burn.
 
 
 
Dwarven experimentation has revealed several
 
improvements over common gunpowder. Refined
 
gunpowder propels ammunition with greater velocity. It
 
provides a +1 enhancement bonus on damage rolls.
 
 
 
Imbued gunpowder is an alchemical mixture that
 
protects the gunpowder and enhances its explosive
 
properties. Water does not ruin imbued gunpowder. A
 
weapon that uses imbued gunpowder has its Malfunction
 
Rating increased by +1, but grants a +1 enhancement
 
bonus on attack and damage rolls and overcomes damage
 
reduction as if it were a magic weapon.
 
 
 
The enhancement bonuses from refined and imbued
 
gunpowder stack with those of the weapon (or the
 
weapon’s ammunition) to which it is applied. This
 
makes up a bit for the more expensive upkeep of these
 
weapons. Rumors tell of magic gunpowder that provides
 
even greater bonuses, but no inventor or spellcaster has
 
yet come forth with such a discovery.
 
See Table 9–2: Weapons and Table 9–3: Explosives
 
and Gunpowder for available firearms and explosives.
 
== Weapon Descriptions ==
 
 
 
'''{{Anchor|Ball, Pistol}}:''' A flintlock pistol uses soft lead balls about
 
2 inches in diameter. The balls are sold in sturdy leather
 
sacks that hold 10 bullets.
 
 
 
'''{{Anchor|Bayonet}}:''' This pointed and/or axelike blade can be
 
attached to a long rifle, blunderbuss or anything else that
 
is long and stick-like. Bayonets save riflemen the trouble
 
of carrying a backup melee weapon. With the bayonet,
 
the rifle (or other object) becomes a double weapon
 
— clublike at one end and spearlike and/or axelike at
 
the other. You can fight with it as if fighting with two
 
weapons, but if you do, you incur all the normal attack
 
penalties associated with fighting with two weapons, as
 
if using a one-handed weapon and a light weapon. Note
 
also that unless you have the Pistol Whip feat you risk
 
damaging your firearm when using it as a melee weapon.
 
 
 
'''{{Anchor|Bayonet, Miniature}}:''' This small cousin of the bayonet
 
can be attached to flintlock pistols and similar objects.
 
The resulting weapon is not large enough to be used as
 
a double-weapon.
 
 
 
'''{{Anchor|Blunderbuss}}:''' This firearm shoots a 20-foot cone of
 
lead pellets that deals 3d6 points of piercing damage
 
to all creatures and objects in the area. No attack roll
 
is necessary, and thus no feat is needed to operate the
 
weapon effectively. Any creature caught in the cone
 
can make a Reflex save (DC 15) to take half damage.
 
Creatures with cover get a bonus on their Reflex saves. A
 
blunderbuss requires two hands to use. Reloading it is a
 
full-round action that provokes attacks of opportunity.
 
 
 
A character may upgrade a blunderbuss’ damage and
 
range, as normal for a technological device (see Chapter
 
11: Technological Devices.) In addition, a tinker may
 
upgrade the DC for the Reflex save. The Reflex save
 
counts as a capability, and the maximum DC is the
 
blunderbuss’s TS x 5.
 
 
 
'''{{Anchor|Bomb}}:''' Bombs are simple weapons made of gunpowder
 
and bits of metal poured into a steel ball. About half the
 
weight of a bomb is gunpowder, while the rest is casing,
 
scrap metal and a fuse.
 
 
 
All bombs must be primed to explode; doing so
 
requires a move action and a DC 12 Use Technological
 
Device check before you throw, emplace or launch
 
it. If the check is successful, the bomb explodes on
 
impact. Failure can lead to a gunpowder explosion (see
 
“Gunpowder,” above).
 
 
 
You can set a bomb to explode after a delay of 1 or more
 
rounds. Each round of delay adds +1 to the DC of the Use
 
Technological Device check to prime the bomb. Setting a
 
delay requires adding fuse or laying a trail of gunpowder;
 
in the latter case, it is only effective with bombs that are not thrown or moved. Priming a bomb with a delay
 
requires a standard action instead of a move action.
 
 
 
'''{{Anchor|Bomb, Catapult}}:''' Catapults usually launch these large
 
bombs, though characters may throw them.
 
 
 
'''{{Anchor|Bomb, Emplaced}}:''' This bomb resembles a thick plate,
 
about 2 inches thick and 2 feet in diameter. It is designed
 
to be placed at the base of a wall or other structure before
 
the long fuse is lit.
 
 
 
'''{{Anchor|Bomb, Grenade}}:''' This small bomb is usually thrown
 
by hand. It is a black ball half-a-foot in diameter with a
 
short fuse.
 
 
 
'''{{Anchor|Bullets, Rifle}}:''' A long rifle uses carefully shaped lead
 
bullets about half an inch in diameter. They are sold in
 
pouches of 10 bullets each.
 
 
 
'''{{Anchor|Claws of Attack, Orc}} [http://www.wowwiki.com/Claws_of_Attack (Image)]:''' This traditional orc weapon
 
consists of blades that emulate a dire wolf’s 12-inch claws.
 
The wielder grips the hilt in a fist and the blades extend from
 
the back of his hand over his knuckles. Orc claws of attack
 
are often attached to gauntlets or gloves decorated with
 
dire wolf fur.
 
 
 
Orcs treat orc claws of attack as martial weapons.
 
 
 
'''{{Anchor|Flintlock Pistol}}:''' A flintlock pistol is powerful but
 
inaccurate. It holds a single ball; reloading it is a standard
 
action that provokes attacks of opportunity.
 
You can shoot, but not load, a flintlock pistol with one
 
hand at no penalty. You can shoot a flintlock pistol with
 
each hand, but you take a penalty on attack rolls as if
 
attacking with two light weapons.
 
 
 
Ironforge dwarves and goblins treat flintlock pistols as
 
 
martial weapons.
 
martial weapons.
  
Line 272: Line 37:
 
hammer is a larger, heavier version of the warhammer.
 
hammer is a larger, heavier version of the warhammer.
  
A dwarven battle hammer is too large to use in one
+
A dwarven battle hammer is too l
hand without special training; thus, it is an exotic
 
weapon. A Medium character can use a dwarven battle
 
hammer two-handed as a martial weapon, or a Large
 
creature can use it one-handed in the same way.
 
 
 
An Ironforge dwarf treats a dwarven battle hammer as a
 
martial weapon even when using it in one hand.
 
 
 
'''{{Anchor|Hammer, Dwarven Tossing}}:''' This ancient dwarven
 
weapon is lighter than a warhammer and is perfectly
 
balanced as a throwing weapon.
 
 
 
Ironforge dwarves treat dwarven tossing hammers as
 
martial weapons.
 
 
 
'''{{Anchor|Long Rifle}}:''' The king of personal firearms, a long rifle is
 
nearly as long as a dwarf is tall. Reloading it is a standard
 
action that provokes attacks of opportunity.
 
 
 
Normally, operating a long rifle requires two hands.
 
However, you can shoot, but not load, a long rifle with one
 
hand at a –4 penalty on attack rolls. You can shoot a long
 
rifl e with each hand, but you take a penalty on attack rolls
 
as if attacking with two one-handed weapons. This penalty
 
is cumulative with the penalty for one-handed firing.
 
 
 
Ironforge dwarves and goblins treat long rifles as
 
martial weapons.
 
 
 
'''{{Anchor|Moon Sword}} [http://www.wowwiki.com/Warden (Image)]:''' This odd weapon is a curved night elf
 
blade that forms an almost complete circle about 2-1/2
 
feet in diameter.
 
 
 
Night elves treat moon swords as martial weapons.
 
 
 
'''{{Anchor|Moonglaive}} [http://www.wowwiki.com/Moonglaive (Image)]:''' From its center extend three equidistant,
 
dagger-like blades.
 
 
 
Night elves treat moonglaives as martial weapons.
 
 
 
'''{{Anchor|Mortar}}:''' Mortars launch explosive shells in high arcs
 
to land near or on their targets. Mortars are treated
 
like firearms in most respects, except that they require
 
their own Exotic Weapon Proficiency feat and each
 
shot uses 4 ounces of gunpowder. Firing a mortar is a
 
standard action; reloading it is a full-round action that
 
provokes attacks of opportunity. A mortar requires two
 
hands to use.
 
 
 
Mortar attacks ignore all cover that does not protect
 
the target from above. Targets with full cover have full
 
concealment instead. A mortar cannot fire at targets
 
within one range increment.
 
 
 
'''{{Anchor|Shell, Mortar}}:''' A mortar shell is a metal case fi led with
 
gunpowder and includes a small gunpowder charge that
 
explodes on impact. A shell has hardness 0 and 2 hp.
 
 
 
'''{{Anchor|Shot, Blunderbuss}}:''' A blunderbuss fires a quarter pound
 
of tiny lead pellets with each shot. Blunderbuss
 
shot is sold 12 at a time, with each load individually
 
wrapped in a muslin bag.
 
 
 
'''{{Anchor|Totem, Tauren}} [http://www.wowwiki.com/Tauren_totem (Image)]:''' If this massive weapon looks like an
 
intricately carved tree trunk, that’s because it is. Tauren
 
totems serve as items of cultural significance, works of
 
art and weapons of brain-splattering power.
 
 
 
You must possess a Strength of 15 or greater to take the
 
Exotic Weapon Proficiency (tauren totem) feat. Tauren
 
treat tauren totems as martial weapons.
 
 
 
'''{{Anchor|Warblade}} [http://www.wowwiki.com/Warblade (Image)]:''' A warblade is a finely balanced sword that
 
widens and curves near the tip. You can use the Weapon
 
Finesse feat to apply your Agility modifier instead of your
 
Strength modifier to attack rolls with a warblade sized
 
for you, even though it is not a light weapon for you. You
 
cannot wield a warblade in two hands in order to apply
 
1-1/2 times your Strength bonus to damage.
 
 
 
'''{{Anchor|Warglaive}} [http://www.wowwiki.com/Demon_Hunter_%28Warcraft_III%29 (Image)]:''' This night elf weapon is a crescent-shaped
 
blade about 4 feet long with a hilt in the center of the back
 
edge. Night elf demon hunters favor these weapons.
 
 
 
When a character proficient in their use wields a warglaive
 
in each hand, the off-hand warglaive counts as a light
 
weapon for the purposes of two-weapon fighting penalties.
 
 
 
A character can attach two warglaives together,
 
forming a double weapon. Attaching or detaching a set
 
of warglaives is a standard action that provokes attacks
 
of opportunity.
 
 
 
Night elves treat warglaives as martial weapons.
 

Revision as of 19:16, 20 May 2022

ns===== |- ! Align="left" | Martial Weapons !! Cost !! MR !! Dmg (S) !! Dmg (M) !! Critical !! Range Increment !! Weight1 !! Type[[# |- ! Align="left" | Exotic Weapons !! Cost !! MR !! Dmg (S) !! Dmg (M) !! Critical !! Range Increment !! Weight1 !! Type2 |- ! colspan="9" |Light Melee Weapons |- | Align="left" | Claws of attack, orc || 25 gp || — || 1d4 || 1d6 || 18-20/×2 || — || 2 lb. || Slashing |- | Align="left" | Moonglaive || 20 gp || — || 1d4 || 1d6 || ×2 || — || 1 lb. || Piercing |- ! colspan="9" |One-Handed Melee Weapons |- | Align="left" | Hammer, dwarven battle || 30 gp || — || 1d8 || 1d10 || ×3 || — || 9 lb. || Bludgeoning |- | Align="left" | Hammer, dwarven tossing || 15 gp || — || 1d4 || 1d6 || ×3 || — || 4 lb. || Bludgeoning |- | Align="left" | Moon sword || 100 gp || — || 1d6 || 2d4 || 18–20/×2 || — || 4 lb. || Slashing |- the gunpowder he is carrying immediately detonates. See the “Fire in the Hole!” sidebar for details.}}Firearms use 1 ounce of gunpowder per shot. Gunpowder martial weapons.

Greathammer: Though often associated with human paladins, Ironforge dwarves invented these massive, twohanded hammers. That paladins favor them is testament to their destructive power.

Halberd, Tauren (Image): This weapon includes a massive axe blade and wicked spike attached to a long staff. If you ready an action to set a tauren halberd against a charge, you deal double damage if you score a hit against a charging character.

Tauren treat tauren halberds as martial weapons.

Hammer, Dwarven Battle: The dwarven battle hammer is a larger, heavier version of the warhammer.

A dwarven battle hammer is too l