Weapons

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Latest errata: Weapons with a Cost of "–" are not free, but their purchase is a negligible strain on a character’s Resources.

Hand-to-Hand Weapons

Weapons and Strength

Some weapons are unwieldy and require two hands to wield properly. Usually, this means the weapon is particularly heavy, though sometimes, it is an issue of weapon length and leverage. Such weapons have a tag of "2" on the weapon chart. The Exalted, and other beings with access to supernatural power, can sometimes achieve superhuman might and potentially overcome this requirement. Should a character have triple the minimum Strength necessary to wield a two-handed weapon, she can use the weapon one-handed. Attempting to use a weapon one-handed with less than the necessary Strength gives the wielder a -1 external penalty per point by which she fails to meet the triple-Strength requirement.

These are weapons used in close-quarter combat. Most, but not all, use the Melee Ability. However, if the character is using a martial-arts weapon, she may substitute her Martial Arts for Melee. This applies to both attacks and parries.

Blades

Chopping Sword

This weapon is a sword with a chopping blade about three feet long. Some versions have a square or angled tip, while others sport a curve with a wicked back clip. Unlike the slashing sword, chopping swords are designed not for fencing and agility, but for delivering solid blows that hack through armor and bone.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
4 +1 +4L -1 2 Str •• •• O

Great Sword

A great sword is a two-handed weapon used for hacking blows. These massive swords can be either single- or double-edged. Although these weapons are slow and unsuited to fencing, a strong blow from a great sword can cut a man in half.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
6 +1 +6L -2 1 Str ••• •• 2, R

Knife

A knife is a weapon with a chopping and stabbing blade about a foot long, which can have a single or double edge. Most adults in the world of Exalted carry a knife, for utility as well as personal defense. Knives are used as tableware and to cut and pry, as well as for combat. Knives can also be used as thrown weapons (using the Thrown Ability).

Speed Accuracy Damage Defense Rate Minimums Cost Tags
4 +2 +1L +0 3 Str T

Short Sword

Short swords are chopping weapons with blades about two feet long. Some are single-edged, while others have cutting edges on both sides. They are typically carried as weapons by soldiers and as tools by barbarians.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +1 +2L +1 2 Str ••

Slashing Sword

A slashing sword has a long, single-edged blade about three-feet long. These swords are quick and used primarily for arcing cuts. The slashing sword is favored by cavalry, as its shape and length make it suited for use from horseback.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
4 +1 +3L +0 3 Str •• ••

Straight Sword

A straight sword has a double-edged blade about three-feet long, usually with a narrow blade or one that tapers slightly toward the tip. The tip is either pointed or chisel-shaped. Straight swords are well-balanced, accurate weapons, capable of deadly thrusts as well as slashing attacks.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
4 +2 +3L +1 2 Str •• ••

Impact Weapons

Axe/Hatchet

A broad-bladed weapon balanced for use in one hand, an axe is easy to manufacture and of great utility as a tool as well as a weapon. Axes can also be thrown (using the Thrown Ability).

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +1 +5L -2 2 Str •• T

Club/Cudgel/Baton

At its most basic, a club is little more than a billet of wood. A more refined model might have a few metal bands added to increase its heft and leather wrapped around the area where the wielder's hands rest. Clubs are popular among truly barbaric Threshold-dwellers, peasants in revolt and outlaws of a poorer sort, while travelers of various sorts favor staves. Treat very well-constructed, banded clubs as maces.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +1 +6B +0 2 Str • T

Great Axe

These fearsome long-hafted weapons are typically used for striking downward blows with terrific force. The great axe is a narrow-bladed axe designed for use in both hands, and it is a favorite weapon of the Realm's heavy infantry, which uses them during sieges and assaults.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
6 +0 +7L -2 1 Str ••• 2, R

Hammer

Better balanced but lighter than maces, hammers are slow but powerful weapons. Some hammers are sculpted into the shape of animal heads, while others have been cut so that, whatever angle they're viewed from, they depict a symbol important to the wielder.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +1 +8B +0 2 Str •• O, P

Mace

A mace is nothing more than a heavy weight on the end of a handle. Such weapons deliver crushing, stunning blows to targets. In the world of Exalted, the heads of maces are often elaborately decorated.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +1 +8B +0 2 Str •• O, P

Poleaxe

Similar to the great axe but equipped with a longer haft and a heavier blade, the poleaxe is a slow but devastating weapon. While less accurate than the great sword, the poleaxe is considerably cheaper and requires less strength to wield than that mighty weapon. As a result, the poleaxe is a popular armament for heavy infantry.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
6 +0 +5L +0 1 Str •• •• 2, R

Scythe

Used for wide sweeping blows, scythes are thick, curved blades attached to a long handle, used by farmers for cutting swathes of grain—and occasionally employed on the battlefield to do the same to troops.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
6 +0 +6L -2 2 Str ••• 2, R

Sledge

The sledge is a two-handed mace or hammer whose powerful strikes are slow and unwieldy. Like maces, many sledges are elaborately decorated. Their huge heads are often carved with battle scenes or fabulous beasts.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
6 +0 +10B -3 1 Str •••• •• 2, R

Staff

A staff is a length of sturdy wood, sometimes wrapped in metal bands or leather. Many staves are clearly weapons, but more than one ruffian has been thrashed by the well-worn walking stick of a traveler.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +2 +5B +2 2 Str •• 2, M, R

Tetsubo

The tetsubo, favored by pragmatists for its simple construction, is a massive war-club studded with iron knobs.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
6 +0 +10B -3 1 Str •••• •• 2, R

Whip

A whip is a handle with a coil of leather thongs or tightly woven cord, primarily used by drovers to control beasts. Whips inflict more pain than damage, but a skilled user can entangle foes or wrench weapons from their grip. If a character uses a whip for a clinch, then she must use her Martial Arts Ability for the attack. Treat a flexible rod or cane without an attached lash as a whip, but without the disarming, reach and clinch enhancements. Authorities in some regions use caning as a means of punishing petty criminals.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +1 +1B +0 2 Str •, Dex ••• D, R

Spears

Javelin

The javelin is a small, light spear designed for throwing. It can be used in close combat if necessary but is not as effective as other spears.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +1 +2L +0 2 Str • •• T, Th

Short Spear

A short-hafted weapon used primarily for stabbing, the short spear often has a long head so that it can be used for slashing and chopping in a pinch. Short spears are versatile weapons and much-favored by warrior cultures and elite troops as a result. Short spears do not gain the charging or bracing bonuses of their longer counterparts.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +2 +2L +1 2 Str • R, Th

Spear

One of the most versatile and simple weapons ever produced, the spear is a foot-long head attached to the end of a fiveto six-foot-long pole. The head of the spear typically has extensions built into the sides to prevent it from going too deep into a target. Spears are inexpensive and effective and, as a result, are one of the most common armaments of soldiers everywhere. A character who uses a spear as a jabbing weapon inflicts the lesser Damage value listed on the chart. However, a character increases Damage to the higher value when charging or bracing against a charging opponent.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +1 +3L/6L +1 2 Str •• 2, L, R, Th

Martial Arts Weapons

Cestus

The cestus is an arrangement of leather straps that fits around the hand like a fingerless glove. These straps are covered in brass or iron studs, serving to enhance the wearer's punches. A character wearing cesti cannot block lethal attacks without a stunt.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +0 +3B +2 3 Str • M

Sai

Sai are three-pronged, fork-shaped weapons as long as large daggers, which are specially designed to twist weapons out of an opponent's grasp. (Second stat bar reflects item clinched.)

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +0 +2L +2 3 Str •, Dex •••, Mrt ••• •• D, M
6 +2 +1B 1 Str •, Dex •••, Mrt ••• •• C, D, R

Fighting Chain

Fighting chains are slender, sturdy chains with small weights on either end. Most fighting chains are between three and five yards long. In addition to making ordinary attacks, fighting chains can be used to perform clinches and stunts involving grabbing onto, swinging from and pulling objects. (Second stat bar reflects item clinched.)

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 -1 +6B +2 2 Str ••, Dex ••••, Mrt •••• •• D, M
6 -1 +4B 1 Str ••, Dex ••••, Mrt •••• •• C, M, P, R

Fighting Gauntlets

Fighting gauntlets are either articulated metal gloves or full-hand leather gloves covered in overlapping metal plates. Though they slow the character's blows, a character using fighting gauntlets may use her Martial Arts Ability to block attacks that inflict lethal damage. (Second stat bar reflects item clinched.)

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +0 +5B +2 2 Str •• •• D, M
6 -1 +3B 1 Str •• •• C, M, P, R

Hook Sword

The hook sword is similar in appearance to a straight sword, except it ends in a J-shaped hook that curves back along the inside of the blade. These weapons are always wielded paired.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +0 +3L +3 3 Str •, Dex •••, Mrt ••• ••• D, M

Iron Boot

As the name implies, an iron boot is a heavy leather boot covered in brass or iron studs or small plates of metal. Iron boots are always worn in pairs. A character wearing iron boots cannot use them to block lethal attacks without a stunt.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +0 +6B -3 2 Str ••, Dex •• •• M

Khatar

The khatar, also known as the punch dagger, is a single-bladed knife with a hilt assembly perpendicular to the blade. Held in a closed fist, the blade juts from the front of the character's fist so that the character's punches deliver deadly stabs. Although blows delivered while wearing khatars inflict lethal damage, these weapons cannot be used to block lethal attacks without a stunt.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +0 +2L +3 3 Str • •• M

Razor Harness

A razor harness is a brutal and bloody wrestling enhancement, consisting of leather straps covering the wearer in spikes and blades that wound grappled foes.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
6 -1 +3L 1 Str • ••• C, P

Seven-Section Staff

This weapon, which can actually have from three to 12 sections, is made up of a number of segments of wood or metal connected by very short lengths of chain. The weapon is wielded as a combination of staff and flail and is very difficult to master. Someone able to wield it effectively is a dangerous opponent, but botches with this weapon are likely to be very damaging to the wielder.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 -2 +7B +3 2 Str •, Dex ••••, Mrt •••• •• M

Tiger Claws

Tiger claws consist of a glove or gauntlet with three or four curved talons extending from the back. Tiger claws are most common in cultures that live close to big cats, but their intimidating appearance and the terrifying wounds they leave have spread them throughout Creation. Characters using tiger claws may use their Martial Arts Ability to block lethal attacks.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +2 +3L +0 3 Str • •• M

Wind-Fire Wheel/War Fan

This weapon can be as simple as an undecorated steel ring, but it typically has handles built into it and sharpened protrusions jutting from the top, bottom and front. These weapons, which are always wielded paired, are used to deliver crushing or slashing blows and to block or catch weapons.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +2 +1L +2 3 Str •, Dex •••, Mrt ••• •• M

Unarmed

Unarmed Fighting

Uncounted styles of unarmed combat have been developed in the millennia since the Primordials created the first human beings. Nevertheless, whatever the flourishes, all feature three basic sorts of attack, limited as they are by the natural weaponry available to the human form. These are the punch, the kick and the clinch.

Name Speed Accuracy Damage Defense Rate Minimums Cost Tags
Clinch 6 +0 +0B 1 Str • C, N, P
Kick 5 +0 +3B -2 2 Str •, Dex •• N
Punch 5 +1 +0B +2 3 Str • N

Thrown Weapons

Bola

(Houserule) This weapon is a simple number of weights bound together. If the user makes an attack with a plus 2 difficulty, they entangle the target's arms or legs (within reason). This is effectively a non-damaging clinch attack with a pool of successes (equal to the extra successes of the attack roll) that the target drains away till there are none, meaning they are free. Depending on the construction of the bola, it can also be broken with an appropriate feat of strength.

Speed Accuracy Damage Rate Range Minimums Cost Tags
5 -1 +1B 2 40 Str ••, Dex •• ••

Throwing Axe/Hatchet

A small one-handed axe, hatchets have very short ranges, but their weight and tumbling motion makes them deadly weapons. Hatchets are favored weapons of barbarians because of their utility.

Speed Accuracy Damage Rate Range Minimums Cost Tags
5 +1 +3L 2 10 Str •• *

* Weapon can also be used as a Melee weapon.

Chakram/Shuriken

A chakram is a small disc or ring of steel with sharpened outer edges. Shuriken are small star-shaped blades that can be thrown easily. The shape of both chakram and shuriken allows them to fly further than most thrown weapons.

Speed Accuracy Damage Rate Range Minimums Cost Tags
4 +0 +1L 3 20 Str •

Thrown Club/Cudgel/Baton

A short, blunt length of wood, the thrown club is used for hunting small animals and carried by the city guards in some of the more peaceful areas.

Speed Accuracy Damage Rate Range Minimums Cost Tags
5 +1 +3B 2 10 Str • *

* Weapon can also be used as a Melee weapon.

Thrown Javelin

Arguably the most powerful of the thrown weapons, the javelin is a small, light spear often carried in bundles. The javelin is faster than the hatchet and has a better range than a chakram. However, this effectiveness comes at a price—unlike other thrown weapons, javelins are bulky and difficult to conceal.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +1 +3L 2 30 Str • •• *, P

Knife (Throwing Dagger)

Realistically, knives made for throwing are balanced differently than hand-to-hand blades. Exalted assumes that the difference is negligible to its heroes. Storytellers who desire a grittier feel may give a combatant using thrown knives in melee a -1 internal penalty to her Melee dice pool, and conversely give a combatant throwing knives made for melee a -1 internal penalty to Thrown.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +0 +2L 3 15 Str

* Weapon can also be used as a Melee weapon.

Needle

Needles are the ultimate in subtle assassination instruments. These tiny spikes are as long as a small finger and as wide as a house cat’s fang. They can be thrown with the flick of a finger or even held in the mouth and spat at a target. While they inflict very little damage, most assassins will equip their needles with poison. An attack gaining even a single level of (post-soak) damage subjects the victim to the effects of the poison.

Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 -1 1L 3 10 P

Sling

Slings are small pouches with thongs attached to either side. A stone or lead sling "bullet" is placed in the pouch, and the sling is swung in a circle at high speed, hurling its projectile at great velocity. Slings are inexpensive and can use any rock of approximately the correct size as ammunition, but they are less accurate than bows. The sling uses the Thrown Ability to attack.

Speed Accuracy Damage Rate Range Minimums Cost Tags
5 -1 +2B 1 100 Str •

(Note: I changed the original damage of +2L to +2B. Could argue either way. Make your case and I'll change it back. Np (talk) 19:16, 7 January 2020 (EET))

War Boomerang

These weapons are curved, flat pieces of sharpened metal or specially hardened ironwood that spin through the air with deadly force. While not normally designed to return, highly skilled characters can perform this impressive feat. Players of characters who have two or more dots in Thrown may make a second, reflexive (Dexterity + Thrown) roll if the boomerang misses its target. If this second roll succeeds, the boomerang curves around and lands within three yards of the thrower. If the thrower's player rolls three or more successes, then the boomerang actually returns to the thrower's hands.

Speed Accuracy Damage Rate Range Minimums Cost Tags
5 +0 +3L 2 20 Str •

Archery Weapons

Bows are the premier ranged weapons in the world of Exalted. A bow must be made for the character's Strength because if it is too strong for him he will have difficulty stringing or bending it. A bow fired by a character with higher Strength than it is built to accommodate uses the bow's maximum Strength and not the character's. Further, construction techniques place an upper limit on the maximum Strength bows of any given type can accommodate—there is simply no way to build a self bow as strong as some characters.

Other weapons requiring the Archery Ability include firewands, flame pieces and crossbows. Some Charms do not work as well—or even fail entirely—when used with archery weapons other than bows, while a few rare Charms specifically favor devices such as firewands.

Bow Types

Composite Bow

Composite bows are made of layers of different woods, often reinforced with layers of horn. The only weakness of a composite bow, other than its expense, is the fact that it is held together with glue. If it becomes wet, the glue weakens, and the bow can come to pieces. As a result, most composite bows are bound in waterproof leather covers. A composite bow can be made for a character of any Strength, though bows for characters with legendary Strength (above 5) require special materials and cost at least Resources 4.

Speed Accuracy Damage Rate Range Max Strength Cost* Tags
6 +0 3 250 ••••• •••/– 2, B

* Cost after slash is for ammunition.

Long Bow

Longer than a self bow, the long bow is harder to pull and offers considerably more power. A character can never have a Strength of higher than 4 for purposes of determining a long bow's damage.

Speed Accuracy Damage Rate Range Max Strength Cost* Tags
6 +1 3 200 •••• ••/– 2, B

* Cost after slash is for ammunition.

Self Bow

A stout length of spring wood about three feet long, the self bow is bent along the wood's natural shape. Of simple construction, the self bow is not very powerful. A character can never have a Strength higher than 3 for the purposes of determining a self bow's damage.

Speed Accuracy Damage Rate Range Max Strength Cost* Tags
6 +0 2 150 ••• •/– 2, B

* Cost after slash is for ammunition.

Arrows

Weapons with the "bow type" tag base their damage on the ammunition used. Archers desiring flexibility carry a variety of ammunition to use for different purposes.

Broadhead

Broadhead arrows have broad triangle- or leaf-shaped heads. The arrowhead is wide, to increase the amount of tissue damage done on a successful hit, but it still tapers to allow the arrow to penetrate armor. Broad arrows inflict the firing character's Strength +2L as their base damage.

Fowling

Fowling arrows do not have a point. Instead, they have a round wooden bulb at the tip. They are normally used to hunt birds, which would be ruined by a direct hit from a normal arrow. However, they can also be used to stun targets without killing them. Fowling arrows inflict bashing damage equal to the firing character's Strength +2B as their base damage.

Frog Crotch

Frog crotch arrows have a Y-shaped head, with the arms of the Y facing forward, sharpened on the inside. These arrows inflict hideous damage on tissue but perform terribly against armor. Frog crotch arrows use the firing character's (Strength + 4L) as their base damage, but the lethal soak of the target's armor is doubled before applying the damage.

Target

Target arrows have no blades on their heads, simply hardened steel tips. Target arrows do the firing character's Strength +0L as their base damage, but are piercing, thus they ignore four points of soak from the target's armor. If this would give the armor in question an effective soak value of less than 2, the arrow does not ignore the armor's final 2 points of soak.

Other Archery Weapons

Crossbow

Only the people of the Haslanti League, a handful of elite mercenary formations and nigh-unseen groups such as the Autochthonians and the Mountain Folk use crossbows. The Haslanti based the design of these weapons on artifacts found during their excavation of the frozen city of Crystal. They consider these weapons secret and will not sell them to outsiders. Crossbows can fire only two types of bolts, blunt-headed fowling bolts that inflict bashing damage and steel-tipped armor-piercing bolts that act as target arrows do. Exceptional crossbows may increase Accuracy and Range but cannot increase their Rate.

Speed Accuracy Damage Rate Range Max Strength Cost* Tags
5 +0 5L 1 125 - ** 2, B

* Cost after slash is for ammunition. **Crossbows are available only in the Haslanti League for a cost of ••.

Firewand

Firewands are one-shot flame-throwers powered by firedust, a substance that can be found only deep in the Southern deserts. Made from finely turned brass with wooden or metal stocks, these weapons are the prized possessions of any soldiers lucky enough to own one. All firewands are breechloaders. The firedust must be loaded down the front of the barrel, and the weapon can hold only a single shot. Characters must use a miscellaneous action to reload the weapon after every shot. Also, while readily available in the South, firedust can be expensive and difficult to find elsewhere (Resources 1 in the South, 2 or higher outside the South). Many soldiers fit bayonets on the ends of their firewands and use them as crude spears once the weapon has been fired (treat as a short spear). Ten yards is the maximum Range the jet of flame will reach. Firewands have no longer Range.

Speed Accuracy Damage Rate Range Max Strength Cost* Tags
5 +1 12L 1 10 •••/• 2, F, S

* Cost after slash is for ammunition.

Flame Piece

A flame piece is a small firewand, made for use one-handed. Most are typically wielded by elite Southern cavalry, who use them to gain the advantage in horseback skirmishes. Eight yards is the weapon's maximum range. Flame pieces have no longer range. A character wielding a flame piece in each hand may increase her Rate to 2, but after firing, a flame piece requires a miscellaneous action to reload, just like a firewand.

Speed Accuracy Damage Rate Range Max Strength Cost* Tags
5 +1 8L 1** 8 ••/• F, S

* Cost after slash is for ammunition. **Rate 2 if wielding a loaded flame piece in each hand.

Chart Key

Speed: The Speed rating of the weapon.
Accuracy: This value is added to or subtracted from the character's (Dexterity + Ability) total when rolling for attacks using the weapon. Clinch attacks may use Strength instead of Dexterity.
Damage: This value is added to the character's (Strength + successes) to determine damage when she attacks with the weapon. If the number is followed by a B, then the weapon causes bashing damage, while a L indicates lethal damage, and an A represents aggravated damage. Weapons with the overwhelming or lance type tag have two Damage ratings (see Tag Key).
Defense: This value is added to the character’s (Dexterity + Ability) total when she parries with the weapon.
Rate: The maximum number of attacks the weapon can make in a single flurry.
Minimums: The minimum number of dots in specific Attributes or Abilities required to wield the weapon effectively. The information is presented as a letter or letters followed by a number. The letter indicates the Attribute or Ability required. Str stands for Strength, Dex for Dexterity and Mrt for Martial Arts. The number of dots required is the minimum value the character must have to wield the weapon without penalty. For each dot the character is missing from any minimum, subtract one from the Accuracy and Defense of the weapon, and add one to its Speed (to a maximum total of Speed rating 6). This penalty can cause a weapon's Accuracy and Defense to become negative and can worsen already negative values.
Cost: This is the minimum Resources value necessary to purchase the weapon.
Tags: Special rules that apply to the weapon. See the Tag Key.

Tag Key

2 = Two-Handed Requires both hands to wield.
B = Bow Type Damage based on or modified by ammunition type used.
C = Clinch Enhancer Must be used for clinching wielded through Martial Arts.
D = Disarming Adds additional +2 Accuracy when used to disarm an opponent.
F = Flame Type Does not add Strength to damage; listed Range is the farthest the flame jet reaches.
L = Lance Type Increases damage to second Damage value when charging or bracing against a charging opponent.
M = Martial Arts May be wielded with Martial Arts or Melee.
N = Natural Part of the body; not subject to disarming. Must be wielded with Martial Arts. Can parry only bashing attacks without aid of a stunt or magic.
O = Overwhelming Damage after the slash is the innate minimum Damage of the weapon rather than the usual one die. Mundane weapons no longer have this tag.
P = Piercing Piercing weapons ignore four points of soak from the target's armor. If this would give the armor in question an effective soak value of less than 2, the weapon does not ignore the armor's final 2 points of soak.
R = Reach Can attack mounted targets or those at higher elevation without penalty.
S = Single Shot Characters must use a miscellaneous action to reload the weapon after every shot.
T = Thrown This weapon can also be thrown. See the thrown weapons table for statistics.
Th = Thrusting This tag indicates that a weapon is a Thrusting weapon, capable of being used for Thrust actions. A Thrust action is identical to an Attack action, save that its DV penalty is -2 and it carries the Piercing tag.