Killing
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Does Killing damage; this is the default damage type in Fantasy
HERO
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Normal
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Does normal damage; will always be noted in Fantasy HERO
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Hacking
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Treat 1's rolled for damage as 2's
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Overturning
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+1" of Stretching; may Set vs. Charge and Unhorse, -2 to
Conceal
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Hooked
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May be used with Grab, +1 OCV with Grab, +3 STR with Grab
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Hafted
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May Sweep without DCV Penalty; +2 OCV with Block; Two-handed,
-2 to Conceal
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Sweeping
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+2 OCV with Sweep vs Multiple Targets
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Stabbing
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If Attack roll made by 4 or more, Attack is Double Penetrating
*
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Cleaving
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If Attack roll made by 4 or more, Attack is Double Armor Piercing
*
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Tripping
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May perform the Legweep and/or Trip Maneuvers as appropriate
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Choking
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May perform the Martial Choke Maneuver even if lacking the Maneuver
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Balanced
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+1 OCV with Disarm, Block, May be Used 1 Handed
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Hand-and-a-Half
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May be wielded 1 handed as a weapon 1 size category smaller
but at -1 OCV; +1 to Conceal
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Inset traits can't be combined with a parent element; thus a
weapon can't be Bashing and Crushing.
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Bashing $#
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+1 STUN Multiple or +3 STUN; +1 damage per die vs. Plate
& Scale Armors (up to the total DEF of the armor); -1 OCV
to Hit
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Crushing $#
|
+2 STUN Multiple or +6 STUN; +2 damage per die vs. Plate
& Scale Armors (up to the total DEF of the armor); -2 OCV
to Hit
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Slashing
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+2 DC vs. Opponents with no Resistant Defense or wearing Leather,
Cloth, or Wood Armors; -1pip of damage per die vs. Plate Armors
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Slicing
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+3 DC vs. Opponents with no Resistant Defense or wearing Leather,
Cloth, or Wood Armors; -2 damage per die vs. Plate Armors
|
Piercing $
|
+1 OCV to hit; +1 damage per die vs. Chain Armors (up to the
total DEF of the armor); -1 OCV to Block with
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Puncturing $
|
+2 OCV to hit; +2 damage per die vs. Chain Armors (up to the
total DEF of the armor); -2 OCV to Block with
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Launcher
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Ranged (# of hexes); requires a Launcher and Ammunition to function;
not usable in HtH. Launchers always require (at least) two hands
to use effectively.
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Lobbed
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May be thrown; Range Based On Strength; unaerodynamic
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Hurled
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May be thrown; Range Based On Strength
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Dart
|
May be thrown; Range Based On Strength; If Attack Roll is made
by 2 or more, attack is Penetrating x2 *; Ultra Light only
|
Long
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1" of Stretching; Two-Handed
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Extended
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2" of Stretching; -2 to Conceal, Two-Handed
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Flexible
|
+1 OCV vs. Block or Missile Deflection attempts; +2 to Conceal
|
Pliable
|
May be used to Grab 2 limbs or if also Long to Swing as per
the Power Swinging, +2 OCV vs. Block or Missile Deflection attempts;
+4 to Conceal
|
Fast
|
+1 Lightning Reflexes with self
|
Rapid
|
+3 Lightning Reflexes with self
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Sturdy
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+3 DEF to resist Breaking
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Robust
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+5 DEF to resist Breaking
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Disarming
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+1 OCV with Disarm
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Neutralizing
|
+2 OCV with Disarm
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Breaker
|
+1D6 Damage Only to Break another Weapon; only vs. Weapons up
to 1 size Category greater
|
Demolisher
|
+2D6 Damage Only to Break another Weapon; only vs. Weapons of
up to 1 size Category greater
|
Flaming
|
+1d6 Energy Killing Damage (Fire)
|
Igniting
|
+1d6 Energy Killing Damage (Fire); 0 END Continuous Uncontrolled
, Sticky (Extinguishing Fire Ends effect)
|
Two-Handed
|
Requires two hands to use, -2 to Conceal (do not apply to weapons
that are listed as 2-Handed by their size, it is already factored
in)
|
Crew Served (#)
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Requires (#) people to use
|
Slow
|
Full Phase, Delayed Phase
|
Sluggish
|
Extra Segment (like a Haymaker)
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Readied
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Takes 1/2 Phase Action to Load/Ready weapon
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Prepared
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Takes Full Phase Action to Load/Ready weapon
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Unwieldy
|
-1 OCV to wield
|
Clumsy
|
-2 OCV to wield
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Mounted
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-5 to STR Minima when used Mounted; +5 to STR Minima when not
used Mounted
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Breakable
|
Only good for 1d6 uses; -3 DEF to resist Breaking (minimum of
1 DEF)
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Fragile
|
Only good for 1d3 uses; -5 DEF to resist Breaking (minimum of
1 DEF)
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Unsound
|
Only good for 1 use; -5 DEF to resist Breaking (minimum of 1
DEF)
|
* - Do not refigure DC's or STR damage; apply advantage to total
dice of effect.
|
$ - +X per die modifiers cannot exceed maximum damage possible
on dice of effect.
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# - +X STUN on Normal damage Weapons cannot exceed maximum STUN
possible on dice of effect.
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