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Publication:World of Warcraft: The Role Playing Game/Weapons

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{{tocright}}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.  {| classns="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''
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| ! Align="left" | Bayonet, miniature || 8 gp || — || 1d3 || 1d4 || &times;2 || — || 1 lb. || Piercing or slashing |-| Align="left" | Warblade || 20 gp || — || 1d6 || 1d8 || &times;2 || — || 3 lb. || Slashing |-Martial Weapons !! Cost !! MR !! Dmg (S) !! Dmg (M) !! Critical !! Range Increment !! Weight1 !! 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" |Type<sup>[[#
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! Align="left" | Exotic Weapons !! Cost !! MR !! Dmg (S) !! Dmg (M) !! Critical !! Range Increment !! Weight<sup>[[#1|1]]</sup> !! Type<sup>[[#2|2]]</sup>
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| Align="left" | Moon sword || 100 gp || — || 1d6 || 2d4 || 18–20/&times;2 || — || 4 lb. || Slashing
|- | Align="left" | Warglaive || 125 gp || — || 1d6 || 2d4 || &times;3 || — || 3 lb. || Slashing |-! 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 projectileweapons, although they cannot be constructed tobenefit 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 characterproficiency with all firearms; otherwise, she takes–4 nonproficiency penalty on attack rolls. (Ironforgedwarves and goblins treat flintlock pistols and long riflesas martial weapons.) Firearms use various types of ammunition. Mostfirearms and firearm ammunition obey all the normalrules for masterwork and magic weapons (a +2 longrifle is perfectly legal). As with other projectile weapons,the enhancement bonus from a firearm does not stackwith the enhancement bonus from its ammunition.Ammunition fired from a firearm is always lost ordestroyed, even if it misses the target. The Malfunction Rating (MR) for firearms andexplosives 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, 20pounds total weight) and in water-resistant powder horns (2-pound capacity and total weight). Sixteen ounces arein a pound. If gunpowder gets wet, it is ruined and doesnot burn. Dwarven experimentation has revealed severalimprovements over common gunpowder. Refinedgunpowder propels ammunition with greater velocity. Itprovides a +1 enhancement bonus on damage rolls. Imbued gunpowder is an alchemical mixture thatprotects the gunpowder and enhances its explosiveproperties. Water does not ruin imbued gunpowder. Aweapon that uses imbued gunpowder has its MalfunctionRating increased by +1, but grants a +1 enhancementbonus on attack and damage rolls and overcomes damagereduction as if it were a magic weapon. The enhancement bonuses from refined and imbuedgunpowder stack with those of the weapon (or theweapon’s ammunition) to which it is applied. Thismakes up a bit for the more expensive upkeep of theseweapons. Rumors tell of magic gunpowder that provideseven greater bonuses, but no inventor or spellcaster hasyet come forth with such a discovery.See Table 9–2: Weapons and Table 9–3: Explosivesand Gunpowder for available firearms and explosives.== Weapon Descriptions == '''{{Anchor|Ball, Pistol}}:''' A flintlock pistol uses soft lead balls about2 inches in diameter. The balls are sold in sturdy leathersacks that hold 10 bullets. '''{{Anchor|Bayonet}}:''' This pointed and/or axelike blade can beattached to a long rifle, blunderbuss or anything else thatis long and stick-like. Bayonets save riflemen the troubleof 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 atthe other. You can fight with it as if fighting with twoweapons, but if you do, you incur all the normal attackpenalties associated with fighting with two weapons, asif using a one-handed weapon and a light weapon. Notealso that unless you have the Pistol Whip feat you riskdamaging your firearm when using it as a melee weapon. '''{{Anchor|Bayonet, Miniature}}:''' This small cousin of the bayonetcan be attached to flintlock pistols and similar objects.The resulting weapon is not large enough to be used asa double-weapon. '''{{Anchor|Blunderbuss}}:''' This firearm shoots a 20-foot cone oflead pellets that deals 3d6 points of piercing damageto all creatures and objects in the area. No attack rollis necessary, and thus no feat is needed to operate theweapon effectively. Any creature caught in the conecan make a Reflex save (DC 15) to take half damage.Creatures with cover get a bonus on their Reflex saves. Ablunderbuss requires two hands to use. Reloading it is afull-round action that provokes attacks of opportunity. A character may upgrade a blunderbuss’ damage andrange, as normal for a technological device (see Chapter11: Technological Devices.) In addition, a tinker mayupgrade the DC for the Reflex save. The Reflex savecounts as a capability, and the maximum DC is theblunderbuss’s TS x 5. '''{{Anchor|Bomb}}:''' Bombs are simple weapons made of gunpowderand bits of metal poured into a steel ball. About half theweight of a bomb is gunpowder, while the rest is casing,scrap metal and a fuse. All bombs must be primed to explode; doing sorequires a move action and a DC 12 Use TechnologicalDevice check before you throw, emplace or launchit. If the check is successful, the bomb explodes onimpact. Failure can lead to a gunpowder explosion (see“Gunpowder,” above). You can set a bomb to explode after a delay of 1 or morerounds. Each round of delay adds +1 to the DC of the UseTechnological Device check to prime the bomb. Setting adelay 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 delayrequires a standard action instead of a move action. '''{{Anchor|Bomb, Catapult}}:''' Catapults usually launch these largebombs, 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 designedto be placed at the base of a wall or other structure beforethe long fuse is lit. '''{{Anchor|Bomb, Grenade}}:''' This small bomb is usually thrownby hand. It is a black ball half-a-foot in diameter with ashort fuse. '''{{Anchor|Bullets, Rifle}}:''' A long rifle uses carefully shaped leadbullets about half an inch in diameter. They are sold inpouches of 10 bullets each. '''{{Anchor|Claws of Attack, Orc}} [http://www.wowwiki.com/Claws_of_Attack (Image)]:''' This traditional orc weaponconsists of blades that emulate a dire wolf’s 12-inch claws.The wielder grips the hilt in a fist and the blades extend fromthe back of his hand over his knuckles. Orc claws of attackare often attached to gauntlets or gloves decorated withdire wolf fur. Orcs treat orc claws of attack as martial weapons. '''{{Anchor|Flintlock Pistol}}:''' A flintlock pistol is powerful butinaccurate. It holds a single ball; reloading it is a standardaction that provokes attacks of opportunity.You can shoot, but not load, a flintlock pistol with onehand at no penalty. You can shoot a flintlock pistol witheach hand, but you take a penalty on attack rolls as ifattacking with two light weapons. Ironforge dwarves and goblins treat flintlock pistols as
martial weapons.
hammer is a larger, heavier version of the warhammer.
A dwarven battle hammer is too large to use in onehand without special training; thus, it is an exoticweapon. A Medium character can use a dwarven battlehammer two-handed as a martial weapon, or a Largecreature can use it one-handed in the same way.  An Ironforge dwarf treats a dwarven battle hammer as amartial weapon even when using it in one hand. '''{{Anchor|Hammer, Dwarven Tossing}}:''' This ancient dwarvenweapon is lighter than a warhammer and is perfectlybalanced as a throwing weapon. Ironforge dwarves treat dwarven tossing hammers asmartial weapons. '''{{Anchor|Long Rifle}}:''' The king of personal firearms, a long rifle isnearly as long as a dwarf is tall. Reloading it is a standardaction that provokes attacks of opportunity. Normally, operating a long rifle requires two hands.However, you can shoot, but not load, a long rifle with onehand at a –4 penalty on attack rolls. You can shoot a longrifl e with each hand, but you take a penalty on attack rollsas if attacking with two one-handed weapons. This penaltyis cumulative with the penalty for one-handed firing. Ironforge dwarves and goblins treat long rifles asmartial weapons. '''{{Anchor|Moon Sword}} [http://www.wowwiki.com/Warden (Image)]:''' This odd weapon is a curved night elfblade that forms an almost complete circle about 2-1/2feet 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 arcsto land near or on their targets. Mortars are treatedlike firearms in most respects, except that they requiretheir own Exotic Weapon Proficiency feat and eachshot uses 4 ounces of gunpowder. Firing a mortar is astandard action; reloading it is a full-round action thatprovokes attacks of opportunity. A mortar requires twohands to use. Mortar attacks ignore all cover that does not protectthe target from above. Targets with full cover have fullconcealment instead. A mortar cannot fire at targetswithin one range increment. '''{{Anchor|Shell, Mortar}}:''' A mortar shell is a metal case fi led withgunpowder and includes a small gunpowder charge thatexplodes on impact. A shell has hardness 0 and 2 hp. '''{{Anchor|Shot, Blunderbuss}}:''' A blunderbuss fires a quarter poundof tiny lead pellets with each shot. Blunderbussshot is sold 12 at a time, with each load individuallywrapped in a muslin bag. '''{{Anchor|Totem, Tauren}} [http://www.wowwiki.com/Tauren_totem (Image)]:''' If this massive weapon looks like anintricately carved tree trunk, that’s because it is. Taurentotems serve as items of cultural significance, works ofart and weapons of brain-splattering power. You must possess a Strength of 15 or greater to take theExotic Weapon Proficiency (tauren totem) feat. Taurentreat tauren totems as martial weapons. '''{{Anchor|Warblade}} [http://www.wowwiki.com/Warblade (Image)]:''' A warblade is a finely balanced sword thatwidens and curves near the tip. You can use the WeaponFinesse feat to apply your Agility modifier instead of yourStrength modifier to attack rolls with a warblade sizedfor you, even though it is not a light weapon for you. Youcannot wield a warblade in two hands in order to apply1-1/2 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-shapedblade about 4 feet long with a hilt in the center of the backedge. Night elf demon hunters favor these weapons. When a character proficient in their use wields a warglaivein each hand, the off-hand warglaive counts as a lightweapon for the purposes of two-weapon fighting penalties. A character can attach two warglaives together,forming a double weapon. Attaching or detaching a setof warglaives is a standard action that provokes attacksof opportunity. Night elves treat warglaives as martial weapons.l
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