From FFa2Wiki
Special Rules
Below are the special rules associated with the various weapon charts.
- # Y: The weapon can be used at range. The number provided is the base range of the weapon (Range x 1) in yards.
- 2H: The weapon is a two-handed weapon. Attempting to use the weapon with only one hand provides a +6 Difficulty to the attack and reduces the Active Defence bonus by the same amount.
- 2O: The weapon may be used with one or two hands. When using the weapon two-handed, the character gains a +1 die bonus to attack and +1 Damage.
- E: The weapon is suitable for Entangling, granting a + 2 die Equipment Bonus when being used for Grappling attacks.
- I: The weapon is suitable for Impaling, granting a +2 die Equipment Bonus when being used for Piercing attacks.
- K: The weapon is suitable for inflicting Knock Back, granting a +2 die Equipment Bonus when being used for Knock Back attacks.
- P: The weapon is suitable for Parrying, granting a +1 bonus to Defence when used for Active Defence.
- R #: The weapon is a Reach Weapon. As an Instant Action, the character may perform one attack on an opponent who moving into range. The character can not use this attack against someone who is already within their reach. The number provided is the normal Reach of the weapon in feet. This character adds their Size to the range.
- S: The weapon is suitable for Stunning, granting a + 2 die Equipment Bonus when being used for Stun attacks.
Bladed Weapons
| Weapon |
Damage |
Bulk |
Hardness |
Cost |
Weight |
Notes |
| Dagger |
3 |
1 |
7 |
8 |
Light |
10 Y, I |
| Knife |
2 |
1 |
6 |
5 |
Light |
None |
| Main-Gauche |
3 |
1 |
7 |
8 |
Light |
I, P |
| Kukri |
4 |
1 |
7 |
7 |
Light |
I |
| Stiletto |
4 |
1 |
7 |
7 |
Light |
I |
| Nagimaki |
5 |
5 |
8 |
12 |
Medium |
2H, R6 |
| Sword (Bastard) |
7 |
3 |
8 |
12 |
Heavy |
2O |
| Sword (Butterfly) |
4 |
1 |
8 |
7 |
Light |
None |
| Sword (Falchion) |
6 |
4 |
8 |
11 |
Medium |
2H |
| Sword (Great) |
8 |
5 |
8 |
15 |
Heavy |
2H, R6 |
| Sword (Katana) |
7 |
3 |
9 |
12 |
Medium |
2O |
| Sword (Long) |
6 |
2 |
8 |
9 |
Medium |
None |
| Sword (Ninja-To) |
4 |
2 |
8 |
8 |
Light |
I |
| Sword (No-Dachi) |
8 |
5 |
9 |
15 |
Heavy |
2H, R9 |
| Sword (Rapier) |
5 |
1 |
7 |
9 |
Light |
I, P |
| Sword (Scimitar) |
5 |
2 |
8 |
9 |
Medium |
None |
| Sword (Short) |
4 |
1 |
8 |
7 |
Light |
None |
| Sword (Wakizashi) |
4 |
2 |
9 |
9 |
Light |
P |
| Sword (Zweihander) |
9 |
7 |
8 |
17 |
Heavy |
2H, K, R9 |
| Pommel Strikes: A pommel has a Damage equal to the weapon’s Bulk, and is considered to have the Stunning trait, if the person wishes to make a Stun Attack.
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Entangling Weapons
| Weapon |
Damage |
Bulk |
Hardness |
Cost |
Weight |
Notes |
| Bola |
2 |
1 |
4 |
7 |
Light |
5 Y, E, S |
| Bullwhip |
3 |
2 |
4 |
9 |
Medium |
E, R9, S |
| Chain |
3 |
3 |
7 |
11 |
Medium |
2O, E, S |
| Spike Chain |
5 |
4 |
7 |
12 |
Medium |
2H, E, S |
| Kasurigama |
3 |
3 |
6 |
9 |
Light |
2H, E, R6 |
| Kau Sin Ke |
5 |
2 |
8 |
12 |
Medium |
2H, E, R6 |
| Lash |
2 |
1 |
4 |
6 |
Light |
E, R6 |
| Net |
0 |
3 |
3 |
6 |
Medium |
10 Y, E |
Unarmed Weapons
| Weapon |
Damage |
Bulk |
Hardness |
Cost |
Weight |
Notes |
| Gauntlet |
2 |
2 |
7 |
7 |
Light |
S |
| Katar |
4 |
2 |
7 |
9 |
Light |
I, P |
| Nekode |
2 |
1 |
2 |
4 |
Light |
P |
| Punching Dagger |
3 |
2 |
7 |
8 |
Light |
I, P |
| Spike Gauntlet |
3 |
3 |
7 |
9 |
Light |
I, S |
| Spiked Boots |
4 |
3 |
7 |
8 |
Light |
I |
| Unarmed Kick |
2 |
N |
N |
N |
Light |
None |
| Unarmed Punch |
1 |
N |
N |
N |
Light |
None |
Kick Attacks: Performing a Kick attack, Including using Spiked Boots, Imposes an Additional +1 Difficulty to the attack roll.
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Thrown Weapons
| Weapon |
Damage |
Bulk |
Hardness |
Cost |
Weight |
Notes |
| Chakram |
3 |
1 |
7 |
8 |
Light |
30 Y, S |
| Dart |
2 |
0 |
5 |
6 |
Light |
20 Y, 1 |
| Heavy Chakram |
4 |
2 |
7 |
10 |
Medium |
10 Y, S |
| Shuriken |
1 |
0 |
6 |
5 |
Light |
10 Y |
| Sling |
2 |
1 |
2 |
5 |
Light |
50 Y, S |
Exotic Weapons
| Weapon |
Damage |
Bulk |
Hardness |
Cost |
Weight |
Notes |
| Blowgun |
1 |
1 |
4 |
5 |
Light |
10 Y, 2O |
| Flail |
5 |
3 |
6 |
9 |
Medium |
R3 |
| Heavy Flail |
7 |
5 |
6 |
13 |
Heavy |
2H, R6 |
| Jitte |
2 |
1 |
7 |
7 |
Light |
P, S |
| Kama |
3 |
1 |
6 |
5 |
Light |
None |
| Lajatang |
5 |
4 |
6 |
11 |
Medium |
2H, R6 |
| Nunchaku |
3 |
1 |
5 |
6 |
Light |
P |
| Sai |
2 |
1 |
7 |
7 |
Light |
10 Y, P |
| Scythe |
6 |
5 |
7 |
13 |
Heavy |
2H, R6 |
| Siangham |
3 |
1 |
6 |
5 |
Light |
None |
| Sickle |
3 |
1 |
7 |
6 |
Light |
None |
| War Fan |
4 |
7 |
2 |
8 |
Light |
P |
Archery Weapons
| Weapon |
Damage |
Bulk |
Hardness |
Cost |
Weight |
Notes |
| Composite Short Bow |
+2 |
1 |
7 |
8+ |
Light |
x6 Y, 2H, I |
| Composite Long Bow |
+3 |
2 |
7 |
10+ |
Medium |
x10 Y, 2H, I |
| Daikyu |
+3 |
3 |
6 |
11+ |
Heavy |
x12 Y, 2H, I |
| Great Bow |
+5 |
6 |
7 |
14+ |
Heavy |
x16 Y, 2H, I |
| Hankyu |
+2 |
1 |
6 |
8+ |
Light |
x8 Y, 2H, I |
| Long Bow |
+2 |
6 |
2 |
10+ |
Medium |
x8 Y, 2H, I |
| Recurve Long Bow |
+4 |
2 |
6 |
10+ |
Medium |
x14 Y, 2H, I |
| Recurve Short Bow |
+3 |
1 |
6 |
8+ |
Light |
x10 Y, 2H, I |
| Short Bow |
+1 |
1 |
6 |
7+ |
Light |
X4 Y, 2H, I |
| Damage: Bows are built to a specific strength. A character must have a Physical equal to or greater than the Strength of the bow to be able to use it effectively. For every point the user's Physical is short, the character suffers a +1 difficulty to attack, and reduces the Damage of the bow by one. A bow adds its Strength to Damage, and half of the bow's Strength to Cost.
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|
Range: The range of a bow is determined by the bow's Strength, or the user's physical Attribute, whichever is lower. This number is multiplied as indicated for the bow's Range. Thus the short bow has a maximum Range of Strength x 4 Ranged Combat Rules
|
|
Reload: A light bow takes 1 Free Action to reload. A medium bow takes 1 Instant Action to reload. A heavy bow takes one Action to reload.
|
|
The Great Bow: Due to the size of this weapon, the Great Bow is fired while prone (helpless). The character lays on their back, holding the bow steady using their feet, and pulls the string with both hands.
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Impact Weapons
| Weapon |
Damage |
Bulk |
Hardness |
Cost |
Weight |
Notes |
| Battle Axe |
6 |
3 |
7 |
10 |
Medium |
2O |
| Club |
3 |
2 |
5 |
8 |
Medium |
2O, S |
| Great Axe |
9 |
6 |
7 |
14 |
Heavy |
2H |
| Great Club |
6 |
4 |
5 |
13 |
Heavy |
2H, K, S |
| Hand Axe |
4 |
2 |
7 |
7 |
Light |
None |
| Heavy Mace |
5 |
4 |
7 |
11 |
Medium |
2O, S |
| Heavy Pick |
5 |
3 |
6 |
10 |
Medium |
2O, I |
| Light Hammer |
2 |
1 |
7 |
7 |
Light |
20 Y, S |
| Light Mace |
3 |
2 |
7 |
7 |
Light |
S |
| Light Pick |
4 |
2 |
6 |
7 |
Light |
I |
| Maul |
7 |
10 |
8 |
19 |
Heavy |
2H, K, R6, S |
| Morning Star |
5 |
3 |
7 |
14 |
Medium |
S |
| Sap |
3 |
1 |
4 |
5 |
Light |
S |
| Tetsubo |
5 |
3 |
7 |
14 |
Heavy |
2O, K, R6, S |
| Three-Section-Staff |
6 |
4 |
5 |
12 |
Medium |
2h, R6, S |
| Throwing Axe |
3 |
1 |
7 |
7 |
Light |
10 Y |
| Tonfa |
3 |
1 |
5 |
7 |
Light |
P, S |
| War Hammer |
5 |
3 |
7 |
10 |
Medium |
S |
Crossbow Weapon
| Weapon |
Damage |
Bulk |
Hardness |
Cost |
Weight |
Notes |
| Arbalest |
10 |
8 |
6 |
17 |
Heavy |
110 Y, 2H, I |
| Cho-Ko-Nu |
4 |
3 |
6 |
11 |
Medium |
60 Y, 2H, I |
| Hand Crossbow |
2 |
2 |
4 |
6 |
Light |
30 Y, I |
| Heavy Ballista |
16 |
3 |
8 |
20 |
Medium Siege |
110 Y, 2H, I |
| Heavy Crossbow |
8 |
4 |
5 |
14 |
Heavy |
80 Y, 2H, I |
| Lain-Nu |
8 |
3 |
5 |
15 |
Heavy |
60 Y, 2H, I |
| Light Ballista |
14 |
2 |
7 |
17 |
Light Siege |
110 Y, 2H, I |
| Light Crossbow |
4 |
2 |
5 |
10 |
Medium |
60 Y, 2O, I |
| Recurve Heavy |
6 |
5 |
4 |
13 |
Heavy |
100 Y, 2H, I |
| Recurve Light |
6 |
4 |
3 |
11 |
Medium |
70 Y, 2O, I |
| Zhunge-Nu |
8 |
8 |
6 |
16 |
Heavy |
80 Y, 2H, I |
| Cho-Ko-Nu and Zhu-Nu(Chang'Na): A repeating crossbow with 8 bolts in a cartridge. Reloading is a Free Action. Refilling the cartridge and placing it on the crossbow is a Full Round Action.
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| Lian-Nu(Chang'Na): A crossbow which fires four bolts at the same time. The archer can increase the Difficulty to increase the nu,ber of bolts that strike the same target. Each +2 added to the Difficulty indicates another bolt strikeing true of the attack succeeds. Reloading is a Full Round Action. Each Bolt is soaked Individually.
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| Reload: A light crossbow takes 1 Instant Action to reload. A medium crossbow takes 1 Action to reload. A heavy crossbow takes one Full Round Action to reload. A Light Siege Crossbow takes two Full Round Actions to reload. Medium Siege crossbow takes Three Full Round Actions to reload.
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| Siege Weapons: The Bulk of a Siege Weapon is roughly 100 pouds per point of bulk. When being carried by something other than a vehicle, multiply the Bulk by 20 to find the Bulk used for a person attempting to carry it. The Zhuge-Nu and both Ballista are usually manned by two people - one to fire, and one to spot. A spotter provides a +2 die bonus to attacking with the crossbow. Siege Weapons use only a quarter of their Bulk for determining Cost, rather than half.
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| Siege Weapons and Initiative: A Light Siege Crossbow has a -10 Penalty to Initiative. A Medium Siege Crossbow has a -15 penalty to initiative. If this reduces the operator's final Initiative to 0, they fire at the end of the Round.
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Pole Weapons
| Weapon |
Damage |
Bulk |
Hardness |
Cost |
Weight |
Notes |
| Glaive |
7 |
5 |
6 |
12 |
Medium |
2h, R6 |
| Guisarme |
5 |
6 |
6 |
12 |
Medium |
2h, R6 |
| Halberd |
7 |
6 |
6 |
13 |
Medium |
2h, R3 |
| Javelin |
3 |
1 |
5 |
7 |
Light |
30 Y, I |
| Lance |
5 |
5 |
6 |
13 |
Heavy |
2h, I, R6 |
| Long Spear |
6 |
5 |
6 |
14 |
Heavy |
2h, I, R6 |
| Naginata |
7 |
8 |
8 |
16 |
Heavy |
2h, R9 |
| Quarter Staff |
3 |
3 |
5 |
10 |
Medium |
2H, P, S |
| Sasumata |
2 |
4 |
6 |
10 |
Medium |
2h, R6, S |
| Short Spear |
3 |
2 |
6 |
8 |
Light |
20 Y, 2O, I |
| Short Staff |
2 |
1 |
5 |
8 |
Light |
2O, R3, P, S |
| Spear |
6 |
3 |
6 |
13 |
Medium |
20 Y, 2O, I, R3 |
| Trident |
5 |
2 |
6 |
11 |
Light |
10 Y, 2O, I, R3 |
Firearm Weapons
| Weapon |
Damage |
Bulk |
Hardness |
Cost |
Weight |
Notes |
| Culverin Extraordinary |
17 |
48 |
7 |
30 |
Heavy Siege |
100 Y |
| Demi-Culverin |
14 |
36 |
7 |
25 |
Medium Siege |
400 Y |
| Hand Culverin |
12/6 |
10 |
7 |
20 |
Heavy |
100 Y, 2H, K |
| Least-Sized Culverin |
19 |
40 |
7 |
28 |
Medium Siege |
300 Y |
| Ordinary Culverin |
22 |
45 |
7 |
32 |
Heavy Siege |
50 Y |
| Portable Culverin |
15 |
1 |
7 |
16 |
Light Siege |
200 Y |
| Heavy Long Arm |
10/5 |
7 |
6 |
16 |
Heavy |
40 Y, 2H |
| Heavy Side Arm |
7/3 |
4 |
6 |
11 |
Medium |
20 Y |
| Light Long Arm |
9/4 |
6 |
6 |
14 |
Medium |
30 Y, 2O |
| Light Side Arm |
4/2 |
3 |
6 |
9 |
Light |
15 Y |
| Arms (Tarantis): The Side Arm and Long Arm are long, cannon-shaped tubes attached to a staff of varying length. The heavy long arm appears much like a quarter staff with a tick, four foot long metal tube with a bulb at the end while the light long arm appears more like a thick metal tube imbedded half-way through the staff, closer in appearance to a rifle. The light side arm looks much like a baton, the grip held to keep it steady, while the heavy sude arm looks like a short-staff with a two foot long bulb head at the end. Firing Light Arms uses a flash pan triggering mechanism, while Heavy arms Requires pulling a thin rope connected to a sparking mechanism inside the metal hull. Flash pan side arms require one Action to prepare for firing.
Heavy Arms are also called Fire Breathers because the bulb stores an alchemical mixture. When triggered it produces a blast, firing the shot and then producing flame for the rest of the Round which inflicts half the listed damage at one tenth the normal range for the weapon. Those struck by the flame suffer burning.
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| Culverin (Tarantis, Roan Isles): A culverin is a weapon which is placed and then fired as a siege weapon. The portable culverin is Usually mounted on a swivel. Culverin were the predecessors to the proper "cannon". The Hand Culverin looks much like an iron tetsubo, and only gains the K trait when it is used as a melee weapon.
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| Damage: The Hand Culverin and all Arms have two Damages listed. The second Damage listed is for when it is used as a melee weapon. Which falls under the Impact Skill. Arms usually have a metal-shod protection at the back end, which is used for clubbing opponents without damaging the weapon. All Firearms reduce Armour Soak by half before it is applied when fired, but not when used as a melee weapon.
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| Reloading: Reloading a Firearm takes a Full Round Action to perform for Side Arms, and two Full Round Actions for Long Arms. For Light Siege Culverins, it takes three Full Round Actions, for Medium Siege Culverins it takes four Full Round Actions, and for Heavy Siege Culverins, it takes five Full Round Actions.
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Modifications: Arms have slowly begun to be modified over the last decade, and below are the modifications which can be granted. Each modification increases the Cost by two and is extremely rare as those with the knowledge have not released it to the public.
- Breech: The Arm is breach-loaded, rather than front loaded, making reloading easier and faster. A Side Arm reloads as an Action, while a Long Arm loads as a Full Round Action.
- Flintlock: The Arm has a flint-lock firing mechanism, making it more reliable. It does not require an Action to prepare for firing.
- Rifled: The Arm has rifling, which doubles the listed Range, thus increasing the accuracy at greater ranges.
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Rymnian Weapons
| Weapon |
Damage |
Bulk |
Hardness |
Cost |
Weight |
Notes |
| Fish Spear |
6 |
2 |
5 |
10 |
Light |
20 Y, 2O, I |
| Gill Fork |
7 |
2 |
5 |
10 |
Light |
2H, I, R3 |
| Hammer Blade |
10 |
10 |
10 |
20 |
Heavy |
2H, K, R6 |
| Kick Spikes |
3 |
1 |
2 |
6 |
Light |
K, P, S |
| Lode Bow |
9 |
4 |
7 |
14 |
Medium |
200 Y, 2O, I |
| Pearl Staff |
2 |
1 |
5 |
8 |
Light |
2O, R3, P, S |
| Snub Bow |
3 |
1 |
5 |
7 |
Light |
30 Y, I |
| Talith |
2 |
1 |
3 |
5 |
Light |
R3, E |
| Wing Blade |
5 |
2 |
7 |
10 |
Medium |
P, R3 |
| Wing Spurs |
4 |
1 |
6 |
7 |
Light |
P |
| Woodwind Bow |
+5 |
5 |
7 |
14+ |
Heavy |
x12 Y, 2H, I |
| Woodwind Sword |
8 |
5 |
9 |
14 |
Medium |
2O, R9 |
Rymnian Weaponry
A number of the Rymnian races have brought weaponry in from Rym. Your average person from Kith Kanaan will not know about such equipment, or may be confused when encountering it. Most assuredly, they do not begin with this equipment.
- Fish Spear: A lutrai pole weapon often used for fishing.
- Gill F ork: A lutrai pole weapon used for killing sharks.
- Hammer Blade: A skole sword which can use either the Blades Skill or the Impact Skill. This weapon is often crafted by the skole using Adamant.
- Kick Spikes: A koba weapon attached to the feet, allowing the koba to gain additional velocity. The koba learn to use their feet to parry as well, and these weapons facilitates this. Uses the Unarmed Skill.
- Lode Bow: A hoomiku weapon using the Firearms Skill. This bow takes a Full Round Action to reload. This weapon can not be modified as per the rules for Arms.
- Pearl Staff: A lutrai staff which also provides a +2 die bonus when used as a conduit for miracles and shamanic spells.
- Talith: A myrix scarf, often wrapped around the waist, which has weights or barbs on the ends. Used as a whip.
- Woodwind Bow: A lapix bow of superior construction.
- Woodwind Sword: A lapix sword similar to the no-dachi.
Cepn Weaponry
Cepn weapons are often implanted into the wings, a hole drilled into the hollow bones of the cepn, and then fastened in to make the weapon a part of the cepn. Each weapon has two numbers listed with th Graft Trait. The first number is how many Wounds the cepn takes getting the weapon grafted. The second number dictates how many Wounds are inflicted if the weapon is forcibly removed. This damage is soaked using just the cepn’s Physical Attribute.
- Snub Bow : Graft 3 / 6. A crossbow attached to the wing that holds six bolts. This weapon reloads as a Free Action until the case is empty. It takes a Full Round Action to reload the case and re-attach it. This weapon has a poison sponge inside that liquid poisons can be applied to, automatically poisoning each bolt.
- Wing Blade: Graft 2 / 4. A blade which runs along the outer edge of the cepn’s wing, though it can be sprung out for a greater arc to provide reach.
- Wing Spurs: Graft 1 / 3. Much like claws at the very end of the wing, which can be used in tandem with the Wing Blade. Always grants a passive +1 bonus to Defence. Uses the unarmed Skill. The bonus to Defence for the Wing Spur is cumulative with the Wing Blade’s bonus if used for Active Defence.
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