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Skip Navigation LinksHigh Fantasy HERO>Content>Campaign Guidelines>Arms & Armament Variant>Weapons>Categories
Killer Shrike's Arms & Armament Variant

Weapons

Weapon Categories Weapon Traits Weapon List Weapon Chart
WEAPON CATEGORIES
The following chart displays the Categories of Weapons used in this variant. Following the chart aspects of Weapons determined by category such as concealment and handedness are covered in detail.
CATEGORY CONCEAL HANDS STR MIN KILLING NORMAL
ULTRA LIGHT +2 1/2 -2 1 pip 1D6
VERY LIGHT -0 1 3 1/2D6 2D6
LIGHT -2 1 8 1D6 3D6
MEDIUM -4 1 13 1 1/2D6 5D6
HEAVY -6 2 18 2D6+1 7D6
VERY HEAVY -8 2 23 3D6 9D6
ULTRA HEAVY -10 2 28 4D6+1 13D6
MASSIVELY HEAVY -12 M/C 33 6D6 18D6
LEGEND
CONCEAL
This is the penalty assessed to attempts to use Concealment to hide a weapon of this size. Some weapons grant a Conceal penalty or bonus; add them all together for the weapons total Conceal modifier
EXAMPLE: The Whip is an Ultra Light weapon and thus gains a +2 Conceal bonus. However, it is also Extended and Pliable, which both grant a Conceal modifier. Extended means the weapon is up to 13 feet long and thus gives a -4 Conceal modifier (-2 for the Two-Handed flaw, -2 from Extended) -- such a long weapon is hard to miss. However Pliable means that the weapon bends easily and/or can be deformed and thus grants a +4 Conceal modifier. Totaling all the modifiers up (+2 +4 -4) indicates that the Whip has a final Conceal modifier of +2; essentially the length of the Whip is counteracted by the fact that you can coil it into a compact roll, wrap it around something under cover, or similar.
WEAPON HANDEDNESS
Some weapons inherently require two (or potentially more) hands to wield correctly due to their design. However, many weapons might be designed for multi-handed use for normal people, but can be wielded by exceptionally large and/or strong individuals with fewer limbs.
As a general rule, aside from where otherwise noted, Ultra Light weapons can be wielded 2 per hand (such as darts and throwing stars) by normal human sized creatures, Medium weapons can be wielded one-handed by normal human sized creatures with the appropriate appendages, Heavy and Very Heavy must be used two-handed by normal human sized creatures, and Massively Heavy weapons must be mounted in some way or require a crew to be used by human sized creatures (annotated as "M/C" for "Mounted or Crew Served" on the chart above).
UNUSUAL DESIGN: The design of some weapons affects the number of hands that must be used to wield them. Some weapons are relatively light, but are very long and/or flexible, requiring 2 hands for balance like staves and pole arms, or to control any slack in the weapon such as chain weapons, or require a draw such as a bow. Other weapons are heavy but designed in such a way to be balanced towards the grip and thus manageable with a single hand, such as Long Swords.
HALF HAND: One interesting weapon is the Whip, which is Ultra Light and thus wielded with 1/2 hand by a normal human sized creature, but also is Extended (2" Long), which seems to indicate that 2 hands are needed to wield it; what is really intended is that double the number of appendages are required to use the weapon; thus in the case of a Whip it is usable 1 handed (1/2 doubled) even though it is very long, because of its lightness.
HAND & A HALF: Some weapons are Hand-and-a-Half weapons, wieldable one handed for less damage or two handed for more. The archetypical example of this is the Bastard Sword.
RELATIVE SIZE: For creatures that are larger or smaller than human norm, for each size doubling larger or smaller move the demarcation line for 1-handedness up or down the chart. Thus an Ogre which is twice as large as a normal human may wield Heavy weapons one-handed without penalty, while a Hairfoot Halfling that is half the size of a normal human must use Medium weapons two-handed.
STRENGTH MININIMUM
The STR Min, or Strength Minima, indicates the amount of Strength required to wield a weapon of this size. Characters may not use STR applied towards a STR Min to add damage to an attack. For every 5 points of STR more than the Minima a character has they may add +1 Damage Class (DC) when using HtH Weapons.
EXCEPTIONAL STRENGTH: Creatures that are stronger than normal may be able to wield some bulky weapons with fewer limbs than intended. At the GM's discretion a character with 3 more STR than required for a weapon's STR Minima may wield a weapon which would normally require two or more limbs with one fewer limb instead of using the 3 extra STR for extra damage.
Any weapon, such as Staves, Bows and War Chains, which explicitly require two hands to wield may not be wielded normally in this fashion (though they may at the GM's discretion be used one-handed as clubs or in a diminished fashion).
KILLING DAMAGE
Weapons inflict either Killing or Normal damage by default (though in some exceptional cases their damage might be converted to the other type, such as striking with the flat of a blade to convert from Killing to Normal, or wrapping a edged wire around a club to convert it from Normal to Killing). This column indicates how much Killing Damage a weapon of this size does if it is a Killing attack. Most weapons in a Fantasy setting are considered to be Killing by default, unless specifically noted otherwise.
NORMAL DAMAGE
Weapons inflict either Killing or Normal damage by default (though in some exceptional cases their damage might be converted to the other type, such as striking with the flat of a blade to convert from Killing to Normal, or wrapping a edged wire around a club to convert it from Normal to Killing). This column indicates how much Normal Damage a weapon of this size does if it is a Normal attack. Most weapons in a Fantasy setting are considered to be Killing by default, unless specifically noted otherwise. The most typical Normal damage based weapon is a simple wooden club or an object used as an impromptu club.