Weapon Creation

'''Each weapon begins with d6 damage, costs $250, has 2 points of weapon abilities, and is considered a significant item for encumbrance purposes. Additional positive abilities must be countered with an equal value of negative ones, and each ability cannot be taken more than once, nor can an ability be taken if it renders another ability obsolete.'''

WEAPON CREATION ABILITIES
+4 Abilities +3 Abilities +2 Abilities +1 Abilities
 * Accuracy: The base range of the weapon is tripled instead of doubled (missile only).
 * Ammo: This is now a missile weapon. Double the base range (ranged only).
 * Area-Effect: Weapon uses a Small Burst Template (ranged only).
 * Automatic: Weapon has a Rate of Fire of 3 (gunpowder only).
 * Extreme Range: This is now a ranged weapon with a base range of 6/12/24.
 * Multishot: Weapon gains Double Tap, or +2 attack if it has Spread (gunpowder only).
 * Very High Damage: +2 steps to this weapon's melee damage die (e.g. d6 becomes d10).
 * Very High Powered: Increases the ranged damage to 2d8 (missile only, not Spread).
 * Always Ready: No need to be drawn (not Unwieldy or Concealable, natural weapons only).
 * Extreme Raise Die: +3 steps to the extra damage die this weapon gains on a raise.
 * Indestructible: Weapon has infinite Toughness, and cannot be damaged (magic only).
 * Long Range: This is now a ranged weapon with a base range of 5/10/20.
 * Mystic Edge: Gain one specific Edge when using this weapon (magic only).
 * Reach: +1" melee reach, other hand cannot attack in the same round you use this weapon.
 * Strong Defense: +1 Parry while holding this weapon in your hand.
 * Strong Offense: +1 to Fighting rolls made with this weapon.
 * Cover: Provides cover on protected side vs. ranged attacks, see the Shields section below.
 * Crude: Weapon costs $10 to buy, and the repair cost is quartered (optional).
 * Double-Barrel: Weapon has a Rate of Fire of 2 (gunpowder only).
 * Entangling: Entangles on raise (instead of damage), use raise die for opposed escape roll.
 * High Damage: +1 step to this weapon's melee damage die (e.g. d6 becomes d8).
 * High Penetration: Weapon has AP 2 (doesn't stack with other AP).
 * High Powered: Increases the ranged damage to 2d6+1 (missile only, not Spread).
 * Medium Range: This is now a ranged weapon with a base range of 4/8/16.
 * Very High Raise Die: +2 steps to the extra damage die this weapon gains on a raise.
 * Very Tough: Toughness 15, three wound levels, wielder may Soak with a Fighting roll.
 * Bludgeoning: Weapon has AP 2 vs. rigid armour (doesn't stack with other AP).
 * Charging: Weapon has AP 2 when charging on a mount (doesn't stack with other AP).
 * Cheap: Weapon costs $100 to buy, and the repair cost is halved (optional).
 * Concealable: +2 Agility to draw, opponents suffer -2 Notice to spot the weapon.
 * Elemental: Weapon has one of the Elemental Abilities (see below).
 * High Raise Die: +1 step to the extra damage die this weapon gains on a raise.
 * Light: No longer counts as a significant item for encumbrance.
 * Penetrating: Weapon has AP 1 vs. all armour types (doesn't stack with other AP).
 * Returning: Summon to your hand as an action, if within range (ranged and magic only).
 * Short Range: This is now a ranged weapon with a base range of 3/6/12.
 * Tough: Toughness 12, also has three wound levels the same as a Wild Card.
 * Two-Handed: Requires both hands. Add one of the Two-Handed Abilities (see below).

-4 Abilities -3 Abilities -2 Abilities -1 Abilities
 * No Raise Die: This weapon doesn’t inflict any additional damage on a raise.
 * Non-Melee: Treat as improvised weapon if used in melee (ranged only, not Weak Defense).
 * Very Low Powered: Decrease the ranged damage to 2d4 (missile only).
 * Exotic: -1 attack and Parry, unless you have Exotic Weapon Training for this weapon type.
 * Slow Reload: Requires an action to reload after each attack (missile only).
 * Snapfire: This weapon has the snapfire penalty (gunpowder only).
 * Weak Defense: -1 Parry while holding this weapon (not Non-Melee).
 * Avoidable: Attacks can be avoided using the “Diving for Cover” rules (Area Effect only).
 * Carried: Must always be carried (cannot also take Unwieldy) (not Cover or Unwieldy).
 * Dangerous: Use Innocent Bystander rules in melee, hit self on snake eyes (not ranged).
 * Grenade: Uses the “Covering Grenades” rule, and can be thrown back (Avoidable only).
 * Low Damage: -1 step to this weapon's damage die (e.g. d6 becomes d4) (not missile).
 * Low Powered: Decrease the ranged damage to 2d4+1 (missile only).
 * Major Hindrance: Owning this weapon gives you a Major Hindrance (magic only).
 * Masterwork: Weapon costs $1000 to buy, and the repair cost is quadrupled (optional).
 * Unstable: Explodes if you roll 1 on the Shooting die, damaging wielder (gunpowder only).
 * Very Fragile: Toughness 5, automatically breaks in melee if you roll 1 on the Fighting die.
 * Very Limited Ammo: Roll d6 after Shooting for the ammunition check (gunpowder only).
 * Expensive: Weapon costs $500 to buy, and the repair cost is doubled (optional).
 * Fragile: Toughness 8, automatically breaks in melee if you roll snake eyes on your attack.
 * Gun: This is now a gunpowder weapon. It's noisy when fired (missile only).
 * Heavy: Count as two significant items for encumbrance.
 * Limited Ammo: Roll 2d6 after Shooting for the ammunition check (gunpowder only).
 * Low Penetration: Weapon has AP -1 (i.e., -1 damage vs. an armoured opponent).
 * Low Raise Die: -1 step to the extra damage die this weapon gains on a raise.
 * Minor Hindrance: Owning this weapon gives you a Minor Hindrance (magic only).
 * Mounted: Treat as improvised weapon when wielder isn’t mounted (non ranged).
 * Unwieldy: -2 to conceal, requires an Agility roll to draw (not Cover or Carried).

Two-Handed Abilities (requires the +1 Two-Handed ability) Elemental Abilities (requires the +1 Elemental ability)
 * Bastard: Considered one-handed, but gains +1 die step to damage if used two-handed.
 * Burst: Gain Multishot, or upgrade Multishot to Three Round Burst (Automatic only).
 * Damage: +2 steps to this weapon's melee damage die, to a maximum of d12.
 * Polearm: The weapon gains +1" melee reach.
 * Power: Increase both ranged damage dice by 1 step (e.g. 2d6 to 2d8) (gunpowder only).
 * Range: Triple the base range, or quadruple if the weapon also has Accuracy(missile only).
 * Spread: Range-based damage (1-3dX, d4s/d6s only), 1-2 hits bystanders (Multishot only).
 * Cold: Works like the Cold/Ice Fatigue Trapping in Savage Worlds Deluxe (magic only).
 * Corrosive: Works like the Acid Corrosion Trapping in Savage Worlds Deluxe (magic only).
 * Electrifying: AP 2 vs. metal armour (doesn’t stack with other AP) (magic only).
 * Flaming: Provides illumination. Flammable targets may catch on fire.

AREA-EFFECT WEAPONS
Area-Effect weapons inflict 2d6 damage within a Small Burst Template, and ignore armour (unless the victim has Sealed armour protecting their torso, arms, legs and head, in which case their least armoured location is used). As a special exception to the normal rule about abilities being purchased only once, Area-Effect may be purchased a second time to upgrade to a Medium Burst Template, and a third time to upgrade to a Large Burst Template.

If the weapon has   Ammo , Multishot, RoF 1, and doesn't h  ave Spread, you may swap the Small Burst Template for a Cone Template if you wish. Instead of Double Tap (or Three Round Burst), Multishot gives this weapon a +2 bonus to Shooting rolls, although victims may now attempt to evade with an opposed Agility roll, in the same way as a flamethrower.

If the Area-Effect weapon is thrown (i.e., it doesn’t have Ammo) then its damage dice are modified as if it were a missile weapon.

Take Avoidable if the weapon can be avoided with an Agility roll at -2 (this cannot be taken for Cone Template weapons for obvious reasons), and Grenade if there is a delay before the weapon explodes, giving victims the chance to jump onto the weapon or throw it back.

CARRIED WEAPONS
A Carried weapon is too big to sheathe, although it still requires an action to ready before it can be used (until then you are treated as an Unarmed Defender). You can strap the weapon to a mount or vehicle, but then it requires an additional action (this one with an Agility roll) to unstrap it before it can be readied. There may also be problems with the local authorities if you walk around town and enter shops and taverns with a large weapon in your hand.

DEFENSIVE WEAPONS
Strong Defense and Weak Defense are added together for each hand, but you cannot exceed +2 Parry, even if you have more than two hands.

ENTANGLING WEAPONS
Entangling weapons don’t inflict any damage on a raise, instead they entangle your opponent. This is treated like a successful grapple attack, except that the weapon’s raise die is used for the opposed roll against the victim’s Strength or Agility when they try to break free.

A weapon may be designated as entangle-only if you wish. An entangle-only weapon always uses the rules for Touch Attacks; it never inflicts any damage, but the wielder adds +2 to their attack roll.

HINDRANCES
Magic weapons may have a     Minor     or   Major   Hindrance. This Hi  ndrance typic  ally applies whenever the weapon is available – drawn or sheathed, lying nearby, strapped to your mount, etc. It should only be possible to avoid the Hindrance if the weapon is unavailable for the scene, for example leaving it in your room while you’re doing something elsewhere in town.

NONLETHAL WEAPONS
A weapon may be designated as nonlethal if you wish. A nonlethal weapon doesn’t suffer any penalties to attack when inflicting nonlethal damage, but it cannot inflict lethal damage. If the wielder can freely choose to use the weapon for either lethal or nonlethal damage as needed, without penalty, then this should be treated a +1 weapon ability.

Ranged Weapons
Missile weapons (those with the Ammo ability) and Area-Effect weapons don't use Strength, instead they inflict 2d6 damage. Missile weapons usually have Non-Melee as well, which cancels out the ability cost of Ammo. However there’s no reason why you can’t have a melee weapon that also fires ammunition, such as a magic sword that fires lightning bolts! Note that missile weapons with the Two-Handed ability cannot be fired in close combat.

RETURNING
A weapon with the Returning ability can be summoned back to your hand as an action, as long as it is within its maximum range. This is treated exactly the same as drawing a weapon, and is therefore modified by Unwieldy and Concealable, the Quick Draw Edge, etc. If you want the weapon to return as a free action, you can buy Mystic Edge (Quick Draw) as well.

SHIELDS
Shields are any weapons that have the Cover ability. They don't give automatic armour like in the core rules, instead they provide cover against ranged attacks from the front and one side. If a ranged attack misses, but would have hit without the cover modifier, it strikes the shield instead. This is treated as 4 points of armour, adjusted by the ability value of Tough,     Very       Tough<span id="cke_bm_258E" style="display: none;"> , <span id="cke_bm_259S" style="display: none;">  Fragi<span id="cke_bm_256E" style="display: none;">  le<span id="cke_bm_259E" style="display: none;">  an<span id="cke_bm_260S" style="display: none;">  d Very Fr<span id="cke_bm_260E" style="display: none;">  agile – so a <span id="cke_bm_272S" style="display: none;">  Fragile<span id="cke_bm_261E" style="display: none;">  <span id="cke_bm_272E" style="display: none;">  shield would have 3 points of armour, a<span id="cke_bm_273S" style="display: none;">  Very T<span id="cke_bm_273E" style="display: none;">  ough shield would have 6 points, etc. This stacks wi<span id="cke_bm_274E" style="display: none;">  th worn armour. If you have two shields, their bonuses aren’t added, but the area of cover extends to all four directions.


 * Small shield: Provides Light Cover.


 * Medium shield: Provides Light Cover, or Medium if you're crouching or prone behind it.


 * Large shield: Provides Medium Cover, or Heavy if you're crouching or prone behind it.

Medium shields automatically gain <span id="cke_bm_279S" style="display: none;">  Unwieldy<span id="cke_bm_279E" style="display: none;"> , while large shields gain Carried. You don’t get extra points for these abi<span id="cke_bm_280E" style="display: none;">  lities, the price is already factored in to the improved cover. If you are crouching or prone then you receive the appropriate bonus in addition to the cover.

TWO-HANDED WEAPONS
If you’re using Strength requirements for weapons, reduce the required Strength by one die step whenever a one-handed weapon is wielded in both hands. For example, a longsword that inflicts d8 damage would require Strength d8 to use in one hand, or Strength d6 to use in two.

The Two-Handed ability costs 1 point, and grants you an ability worth 4 points, for a net gain of 3 points. This is intended to compensate for the lack of a free hand, which might otherwise use a shield (+1 Parry being worth 3 ability points) or another weapon.

UNARMED DEFENDER
Some melee weapons aren’t designed to block, and the wielder is treated as an Unarmed Defender. This should not be assigned an ability point value, as it can easily be avoided by dual wielding. Instead, consider handling it as a trapping that includes an appropriate benefit.

For example, brass knuckles might be <span id="cke_bm_297S" style="display: none;">  <span id="cke_bm_295S" style="display: none;">  Crude <span id="cke_bm_297E" style="display: none;">  <span id="cke_bm_295E" style="display: none;">  (+2), <span id="cke_bm_298S" style="display: none;">  Concealable <span id="cke_bm_298E" style="display: none;">  (+1), Light (+1) and Low Damag<span id="cke_bm_299E" style="display: none;">  e (-2), and t<span id="cke_bm_296E" style="display: none;">  reat the wielder as an Unarmed Defender. But to compensate for the drawback, the GM might rule that Concealable also applies when you’re wearing the brass knuckles. Other people would then have to make a Notice roll at -2 to spot them. If you then drew a knife with your other hand, you’d lose the benefit as well as the drawback.