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Conan The RPG: Impressions + Ideas & GM Support
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<blockquote data-quote="Iron_Chef" data-source="post: 1422118" data-attributes="member: 4530"><p><span style="font-size: 26px"><strong>NEW WEAPONS</strong></span></p><p>I am compiling a list of new, converted and/or revised weapons for use in Conan. Please critique them and feel free to add your own. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>For more discussion on new weapons for Conan The RPG, click here: <a href="http://www.mongoosepublishing.com/phpBB2/viewtopic.php?p=16179#16179" target="_blank">http://www.mongoosepublishing.com/phpBB2/viewtopic.php?p=16179#16179</a></p><p>There will also be more weapons notes, revisions and additions at this link.</p><p></p><p></p><p><span style="font-size: 26px"><strong>SIMPLE WEAPONS</strong></span></p><p></p><p><strong>LIGHT MELEE WEAPONS</strong></p><p><strong>Sap:</strong> 1 sp, Dmg 2d10 subdual, Crit 20/x3, AP 0, Rng 0, Hard 0, HP 1, Wt 2 lb., Type Bludgeoning</p><p><strong>Special:</strong> A sap only deals subdual damage. It is only useful if the target's head can be struck with a sneak or surprise attack. A helm reduces the sap's damage by 50%.</p><p></p><p><strong>1-H MELEE WEAPONS</strong></p><p><strong>Morningstar:</strong> 3 sp, Dmg 1d10, Crit 20/x2, AP 5, Rng 0, Hard 7, HP 5, Wt 5 6 lb., Type Bludgeoning and Piercing</p><p></p><p><strong>Sickle:</strong> This is a farmer's weapon. Because of the weapon's shape, you can use it to make trip attacks. If you are tripped during your your own trip attempt, you can drop the sickle to avoid being tripped.</p><p>Cost 6 sp, Dmg 1d8, Crit 20/x2, AP 1, Rng 0, Hard 7, HP 3, Wt 2 lb., Type Slashing</p><p></p><p><strong>2-H MELEE WEAPONS</strong></p><p><strong>Scythe:</strong> This is the standard farm implement that focuses tremendous force on the sharp point, allowing devastating slashes. Because of the weapon's shape, you can use it to make trip attacks. If you are tripped during your your own trip attempt, you can drop the scythe to avoid being tripped.</p><p>18 sp, Dmg 2d6, Crit 20/x4, AP 2, Rng 0, Hard 7, HP 10, Wt 10 lb., Type Slashing </p><p></p><p></p><p><span style="font-size: 26px"><strong>MARTIAL WEAPONS</strong></span></p><p></p><p><strong>1-H MELEE WEAPONS</strong></p><p></p><p><strong>Knife, Ilbarsi: </strong> This long curved knife, common among the hillmen of the Ilbars Mountains, is similar to the Zhaibar knife.</p><p>25 sp, Dmg 1d10, Crit 19-20/x2, AP 1, Rng 0, Hard 8, HP 6, Wt 3 lb., Type Slashing.</p><p></p><p><img src="http://www.liongate-armsandarmour.com/images/ew123-1.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Lance, Heavy:</strong> This weapon's AP score is doubled during any attack made during mounted charge. This weapon has a ten foot reach.</p><p></p><p><strong>Lance, Light:</strong> This weapon's AP score is doubled during any attack made during mounted charge. This weapon has a ten foot reach.</p><p></p><p><strong>Rapier:</strong> 100 sp, Dmg 1d8, Crit 18-20/x2, AP 2, Rng 0, Hard 10, HP 3, Wt 2 lb., Type Piercing </p><p><strong>Special:</strong> The Rapier's protective hilt grants a +2 bonus to resist being Disarmed. You may make Finesse attacks with a Rapier.</p><p></p><p><strong>2-H MELEE WEAPONS</strong></p><p><strong>Pike:</strong> This weapon's AP is permanently increased to 3. It deals double damage and has its AP doubled when set to receive a charge.</p><p></p><p></p><p><span style="font-size: 26px"><strong>EXOTIC WEAPONS</strong></span></p><p></p><p><strong>EXOTIC 1-H MELEE</strong></p><p><strong>Cat-O-Nine Tails or Scourge: </strong> A cat-o'-nine-tails (nine tailed light whip) or scourge (three tailed barbed light whip) can be used to torture captives; doing so adds a +2 bonus to all Profession (Torturer) checks. Neither of these lighter versions of the whip can damage anyone with DR 1 or better.</p><p>1 sp, Dmg 1 point lethal + 1d4 subdual on unarmoured opponents, Crit 20/x2, AP 0, Rng 0, Hard 2, HP 0, Wt 1 lb, Type Slashing </p><p></p><p></p><p><strong>EXOTIC 2-H MELEE</strong></p><p><strong>Flail:</strong> 8 sp, Dmg 1d10, Crit 20/x2, AP 3, Rng 0, Hard 8, HP 5, Wt 5 lb., Type Bludgeoning</p><p><strong>Special:</strong> With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped. The shield bonus to your opponent's Parry DV is reduced by 50% whenever you use any flail, as the ball and chain can get over and around the shield. Due to the constant motion this weapon requires to wield it effectively, users suffer a -2 penalty to Initiative. Users without the Exotic Weapon Proficiency suffer a -4 penalty to Initiative in addition to the -4 penalty attack rolls. The light flail can be used by a Medium creature while mounted.</p><p></p><p>Flail, Heavy:[/b] 15 sp, 2d8, Crit 19-20/x2, AP 5, Hard 8, HP 5, Wt 10 lb., Type Bludgeoning</p><p><strong>Special:</strong> With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped. The shield bonus to your opponent's Parry DV is reduced by 50% whenever you use any flail, as the ball and chain can get over and around the shield. Due to the constant motion this weapon requires to wield it effectively, users suffer a -2 penalty to Initiative. Users without the Exotic Weapon Proficiency suffer a -4 penalty to Initiative in addition to the -4 penalty attack rolls. The heavy flail cannot be used by a Medium creature while mounted.</p><p></p><p><strong>War Maul (Revised):</strong> The war maul is a five foot warhammer that is too heavy to use for an untrained Medium creature, even with two hands. In fact, a creature must have a minimum Strength score of 17 to even wield one effectively at all. A Medium creature with the Exotic Weapon Proficiency and Strength 17+ can wield the war maul with two hands at -2 penalty to attack rolls and initiative. A Medium creature using the war maul without the Exotic Weapon Proficiency feat not only suffers a -4 penalty to attack rolls, but also to initiative. A Large creature can use a war maul with two hands as a martial weapon without penalty, or with one hand as an exotic weapon with a -2 penalty to attack rolls and initiative. A Large creature without the Exotic Weapon Proficiency who uses the war maul in one hand suffers the standard -4 penalty to its attack rolls. </p><p><strong>War Maul: </strong>100 sp, 2d12/x2, AP 9, 30 lb., Hardness 8, Hit Points 10, Bludgeoning, Reach: 5 ft.</p><p></p><p></p><p><strong>EXOTIC RANGED WEAPONS</strong></p><p><strong>Bamula Hunting Bow:</strong> This heavy composite bow is used by warriors of the Bamula tribe to hunt dangerous game such as lions. </p><p>25 sp, Dmg 1d12, Crit 20/x3, AP 3*, Hard 5, HP 3, Rng 70 ft., Wt 4 lb., Type Piercing </p><p></p><p><strong>Blowgun:</strong> This weapon requires two hands to use. Loading a blowgun is a move equivalent action that provokes attacks of opportunity. The blowgun has a maximum range of five range increments. Blowguns are common in Antillia but unknown elsewhere.</p><p>20 sp, Dmg 1d4, Crit 20/x2, AP 0*, Hard 5, HP 3, Rng 10, Wt 2 lb., Type Piercing.</p><p><strong>Blowgun Darts (10):</strong> 1 sp, Wt .5 lb. </p><p></p><p><strong>Bolas:</strong> A set of bolas consists of two or three heavy wooden spheres connected by lengths of cord. Bolas only deal subdual damage. Because the bolas can wrap around to grapple an enemy's leg, wrist, or neck, you can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your trip attempt when using a set of bolas.</p><p>5 sp, Dmg 1d6 subdual, Crit 20/x2, AP 0*, Hard 0, HP 1, Rng 10 ft., Wt 2 lb., Type Bludgeoning</p><p></p><p><strong>Bolas, Barbed:</strong> The barbed bolas is similar to a normal bolas, except that its weighted balls are studded with hooked barbs. The barbed bolas function identically to the bolas except that its damage is not subdual damage. In addition, on any failed attempt to break or wriggle free, the grappled character takes an additional 1d4 points of damage.</p><p>10 sp, Dmg 1d6, Crit 20/x2, AP 0*, Hard 0, HP 1, Rng 10 ft., Wt 2 lb., Type Bludgeoning and Slashing</p></blockquote><p></p>
[QUOTE="Iron_Chef, post: 1422118, member: 4530"] [size=24][b]NEW WEAPONS[/b][/size] I am compiling a list of new, converted and/or revised weapons for use in Conan. Please critique them and feel free to add your own. :cool: For more discussion on new weapons for Conan The RPG, click here: [url]http://www.mongoosepublishing.com/phpBB2/viewtopic.php?p=16179#16179[/url] There will also be more weapons notes, revisions and additions at this link. [size=18][b]SIMPLE WEAPONS[/b][/size] [b]LIGHT MELEE WEAPONS Sap:[/b] 1 sp, Dmg 2d10 subdual, Crit 20/x3, AP 0, Rng 0, Hard 0, HP 1, Wt 2 lb., Type Bludgeoning [b]Special:[/b] A sap only deals subdual damage. It is only useful if the target's head can be struck with a sneak or surprise attack. A helm reduces the sap's damage by 50%. [b]1-H MELEE WEAPONS[/b] [b]Morningstar:[/b] 3 sp, Dmg 1d10, Crit 20/x2, AP 5, Rng 0, Hard 7, HP 5, Wt 5 6 lb., Type Bludgeoning and Piercing [b]Sickle:[/b] This is a farmer's weapon. Because of the weapon's shape, you can use it to make trip attacks. If you are tripped during your your own trip attempt, you can drop the sickle to avoid being tripped. Cost 6 sp, Dmg 1d8, Crit 20/x2, AP 1, Rng 0, Hard 7, HP 3, Wt 2 lb., Type Slashing [b]2-H MELEE WEAPONS[/b] [b]Scythe:[/b] This is the standard farm implement that focuses tremendous force on the sharp point, allowing devastating slashes. Because of the weapon's shape, you can use it to make trip attacks. If you are tripped during your your own trip attempt, you can drop the scythe to avoid being tripped. 18 sp, Dmg 2d6, Crit 20/x4, AP 2, Rng 0, Hard 7, HP 10, Wt 10 lb., Type Slashing [size=18][b]MARTIAL WEAPONS[/b][/size] [b]1-H MELEE WEAPONS[/b] [b]Knife, Ilbarsi: [/b] This long curved knife, common among the hillmen of the Ilbars Mountains, is similar to the Zhaibar knife. 25 sp, Dmg 1d10, Crit 19-20/x2, AP 1, Rng 0, Hard 8, HP 6, Wt 3 lb., Type Slashing. [img]http://www.liongate-armsandarmour.com/images/ew123-1.jpg[/img] [b]Lance, Heavy:[/b] This weapon's AP score is doubled during any attack made during mounted charge. This weapon has a ten foot reach. [b]Lance, Light:[/b] This weapon's AP score is doubled during any attack made during mounted charge. This weapon has a ten foot reach. [b]Rapier:[/b] 100 sp, Dmg 1d8, Crit 18-20/x2, AP 2, Rng 0, Hard 10, HP 3, Wt 2 lb., Type Piercing [b]Special:[/b] The Rapier's protective hilt grants a +2 bonus to resist being Disarmed. You may make Finesse attacks with a Rapier. [b]2-H MELEE WEAPONS[/b] [b]Pike:[/b] This weapon's AP is permanently increased to 3. It deals double damage and has its AP doubled when set to receive a charge. [size=18][b]EXOTIC WEAPONS[/b][/size] [b]EXOTIC 1-H MELEE Cat-O-Nine Tails or Scourge: [/b] A cat-o'-nine-tails (nine tailed light whip) or scourge (three tailed barbed light whip) can be used to torture captives; doing so adds a +2 bonus to all Profession (Torturer) checks. Neither of these lighter versions of the whip can damage anyone with DR 1 or better. 1 sp, Dmg 1 point lethal + 1d4 subdual on unarmoured opponents, Crit 20/x2, AP 0, Rng 0, Hard 2, HP 0, Wt 1 lb, Type Slashing [b]EXOTIC 2-H MELEE[/b] [b]Flail:[/b] 8 sp, Dmg 1d10, Crit 20/x2, AP 3, Rng 0, Hard 8, HP 5, Wt 5 lb., Type Bludgeoning [b]Special:[/b] With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped. The shield bonus to your opponent's Parry DV is reduced by 50% whenever you use any flail, as the ball and chain can get over and around the shield. Due to the constant motion this weapon requires to wield it effectively, users suffer a -2 penalty to Initiative. Users without the Exotic Weapon Proficiency suffer a -4 penalty to Initiative in addition to the -4 penalty attack rolls. The light flail can be used by a Medium creature while mounted. Flail, Heavy:[/b] 15 sp, 2d8, Crit 19-20/x2, AP 5, Hard 8, HP 5, Wt 10 lb., Type Bludgeoning [b]Special:[/b] With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped. The shield bonus to your opponent's Parry DV is reduced by 50% whenever you use any flail, as the ball and chain can get over and around the shield. Due to the constant motion this weapon requires to wield it effectively, users suffer a -2 penalty to Initiative. Users without the Exotic Weapon Proficiency suffer a -4 penalty to Initiative in addition to the -4 penalty attack rolls. The heavy flail cannot be used by a Medium creature while mounted. [b]War Maul (Revised):[/b] The war maul is a five foot warhammer that is too heavy to use for an untrained Medium creature, even with two hands. In fact, a creature must have a minimum Strength score of 17 to even wield one effectively at all. A Medium creature with the Exotic Weapon Proficiency and Strength 17+ can wield the war maul with two hands at -2 penalty to attack rolls and initiative. A Medium creature using the war maul without the Exotic Weapon Proficiency feat not only suffers a -4 penalty to attack rolls, but also to initiative. A Large creature can use a war maul with two hands as a martial weapon without penalty, or with one hand as an exotic weapon with a -2 penalty to attack rolls and initiative. A Large creature without the Exotic Weapon Proficiency who uses the war maul in one hand suffers the standard -4 penalty to its attack rolls. [b]War Maul: [/b]100 sp, 2d12/x2, AP 9, 30 lb., Hardness 8, Hit Points 10, Bludgeoning, Reach: 5 ft. [b]EXOTIC RANGED WEAPONS Bamula Hunting Bow:[/b] This heavy composite bow is used by warriors of the Bamula tribe to hunt dangerous game such as lions. 25 sp, Dmg 1d12, Crit 20/x3, AP 3*, Hard 5, HP 3, Rng 70 ft., Wt 4 lb., Type Piercing [b]Blowgun:[/b] This weapon requires two hands to use. Loading a blowgun is a move equivalent action that provokes attacks of opportunity. The blowgun has a maximum range of five range increments. Blowguns are common in Antillia but unknown elsewhere. 20 sp, Dmg 1d4, Crit 20/x2, AP 0*, Hard 5, HP 3, Rng 10, Wt 2 lb., Type Piercing. [b]Blowgun Darts (10):[/b] 1 sp, Wt .5 lb. [b]Bolas:[/b] A set of bolas consists of two or three heavy wooden spheres connected by lengths of cord. Bolas only deal subdual damage. Because the bolas can wrap around to grapple an enemy's leg, wrist, or neck, you can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your trip attempt when using a set of bolas. 5 sp, Dmg 1d6 subdual, Crit 20/x2, AP 0*, Hard 0, HP 1, Rng 10 ft., Wt 2 lb., Type Bludgeoning [b]Bolas, Barbed:[/b] The barbed bolas is similar to a normal bolas, except that its weighted balls are studded with hooked barbs. The barbed bolas function identically to the bolas except that its damage is not subdual damage. In addition, on any failed attempt to break or wriggle free, the grappled character takes an additional 1d4 points of damage. 10 sp, Dmg 1d6, Crit 20/x2, AP 0*, Hard 0, HP 1, Rng 10 ft., Wt 2 lb., Type Bludgeoning and Slashing [/QUOTE]
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