DigSenThrownWeapons

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From DigSenPowerCombatWeapons, DigitalSentience's project to revise Power Combat's wonky weapon stats. No formulas, no guarantee of balance, but, dammit, not all weapons are created equal.

As suggested by Jaelra, all ranged weapons have a Speed, to represent their 'threat range.' This will usually be quite high, varying based on the ease with which one can go from 'relaxed' to 'attack' when throwing the weapon. However, in hand-to-hand (i.e., when a hostile has closed to within melee range), assume a ranged weapon has Speed 0 unless otherwise noted.


KNIVES
Name                                Spd     Acc    Dam    Def    Rate    Range    Other 

Lt. Throwing Knife                  +20     +1     +2L    N/A     6       10      can't be used in hand-to-hand

Hvy. Throwing Knife                 +20     +1     +3L    N/A     3       15       
Hvy. Throwing Knife (Hand-to-hand)  +1      +1     +2L    +1      3       N/A     

Knife                               +15     -1     +2L    N/A     2       10       
Knife (Hand-to-hand)                +1      +1     +2L    +1      5       N/A     

The light throwing knife is meant to be pretty generic, encompassing everything from tiny daggers, to shuriken, to poisoned needles thrown by renegade doctor/assassins. As to their rate, I'm picturing someone with three daggers in each hand, splayed between their fingers in anticipation of badassery. I'm sure we've all seen a character somewhere do such a thing. Of counse, it would be rough on a mortal's Thrown pool...
The heavy throwing knife, on the other hand, is a knife large enough to fight with in hand-to-hand, but specifically balanced for throwing.
The fighting knife, however, is not intended to be thrown, and as such is inferior to throwing knives for such purposes.


AXES
Name                         Spd     Acc    Dam    Def    Rate    Range    Other 

Axe                          +15     -1     +4L    N/A     1       15       
Axe (Hand-to-hand)           +3      +1     +4L    -1      3       N/A       

Throwing Axe                 +20     +1     +4L    N/A     2       15      
Throwing Axe (Hand-to-hand)  +1      +1     +2L    -1      3       N/A

Honestly, I'm kind of torn on the idea of a weapon doing more damage when thrown than when it actually has the extra power of being actively wielded. I'm hoping I'll get over that, because throwing weapons suck enough as it is.


JAVELINS
Name                        Spd     Acc    Dam    Def    Rate    Range    Other 

Javelin                     +15     +2     +4L    N/A     2       30       P
Javelin (Hand-to-hand)      +6      +1     +3L    +0      2       N/A       

Spear                       +15     +1     +3L    N/A     1       25       P; MA and Footman's spears use the same Thrown stats
MA Spear (Hand-to-hand)     +10     +2     +3L    +1      4       N/A      
Footman's Spear (H-to-h)    +8      +1     +5L    +0      2       N/A      

Short Spear                 +20     +1     +2L    N/A     2       20       
Short Spear (Hand-to-hand)  +4      +1     +4L    +1      3       N/A      

A thrown javelin's Speed is lower than the rest of the normal Thrown weapons because I figure you need a certain amount of wind-up to properly hurl one.


MISC.
Name                       Spd     Acc    Dam    Def   Rate   Range    Other 

Boomerang                  +20     +1     +5B    N/A    2      20       special rule - boomerang
Boomerang (Hand-to-hand)   +2      +0     +4B    +0     3      N/A      

War Boomerang              +20     +1     +3L    N/A    2      20       special rule - boomerang
War Boomerang (H-to-h)     +2      +0     +3L    +0     3      N/A      

Chakram                    +20     +1     +3L    N/A    3      20       
Chakram  (Hand-to-hand)    +2      +0     +3L    +0     3      N/A      

Sling                      +10     -1     +2L    N/A    1      100      can't be used in hand-to-hand

Bola                       +15     +1     +4B    N/A    2      20       can't be used in hand-to-hand; special rules - entanglement

Gladiator's Net            +15     +2     N/A    N/A    1       5       can't be used in hand-to-hand; special rules - entrapment

Shield                     +10     +0     +5B    N/A    1      10       
Shield (Hand-to-hand)      +1      +1     +3B    +3     2      N/A      

Hammer                     +15     +0     +7B    N/A    2      25       
Hammer (Hand-to-hand)      +3      +1     +7B    -2     2      N/A      P

I figure the boomerang is very hard to aim accurately, but also very hard to defend against. So, +1 to Acc.

The shield does more damage as a Thrown weapon than as a brawling aid. This is deliberate - partly because, otherwise, it would be too crappy to ever be worth throwing, and partly because of the way in which I picture it being utilized. Hand-to-hand, generally the user will bash the face of the shield into their opponenents. Thrown, the shield will be spinning through the air parallel to the ground, and so more of the force will be concentrated in the impacting edge.
Special Rule: Boomerang - If the Thrown attack misses, or is sucessfully Dodged (but not parried), the boomerang returns at the end of the turn. The character must have a free hand with which to catch the boomerang, or else it whirrs past him/her and must be recovered normally.
Special Rule: Entanglement - A target of a successful attack by this weapon takes damage as normal. In addition, they must make a reflexive Dex+Athletics roll at Difficulty 2, or become Entangled. Entangled characters fall to the ground. On subsequent turns, while Entangled, the character's may only attempt to detangle themselves with a Str+Athletics roll to break the bindings or Dex+Athletics or Dex+Larceny to wriggle free.
Special Rule: Entrapment - An attack made with this weapon aims, not to kill or disable, but rather imprison. The target may not parry; only a dodge is possible for the defender. Upon a successful attack, the target takes no damage, but is Trapped. Upon first being trapped, the character falls to the ground. Trapped characters have their movement reduced to 1/4th normal, and they take all actions at a -2 penalty for having their actions hindered by the Entrapping weapon. As their dice action for a turn, the Trapped character may attempt to escape by rolling Str+Athletics to break the bindings or Dex+Athletics or Dex+Larceny to wriggle free.


IMPROVISED
Name                     Spd     Acc    Dam    Def   Rate   Range    Other 

Rock                     +20     +0     +1L    N/A    2      25       
Rock (Hand-to-hand)      +0      -1     +0L    -3     2      N/A      

Stick                    +20     -1     +0B    N/A    1      15       
Stick (Hand-to-hand)     +2      +0     +3B    +0     3      N/A      

It's a rock. It's supposed to be crappy. Only used at range by the downtrodden and the desperate; only used in hand-to-hand by the doomed.
Not as crappy as the stick, though. Lousy stick...

Problems? Concerns? Hate what I've done?

Take it to DigSenPowerCombatWeapons/ThisIsAllWrong