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Ranged Weapons[]

Table 1: Ranged weapons[]

Name Range Precision Min.STR/Weight Damage AP Price
Bow 30+Level in m 6  = Level / 1kg Level(+2)P Level/4 10+Level/2 K
Crossbow (light) 14 m 5 - / 5kg 5P 1 16 (+2 Lever) K
Crossbow (heavy) 26 m 7 - / 8kg 8P 2 24 K
Throwing Knives Strength+1 m 5 1 3P 1 1 K for set of 4
Throwing Darts Strength +1 m 5 0 2P 1 1 K for set of 6
Pistol 10 m 4 - / 0.5kg 6P 2 22 K
Musket 20 m 5 - / 4kg 8P 2 35 K
Rifle 25 m 7 - / 4kg 9P 3 100 K
Blunderbuss 7 m 3 - / 5kg 10P* 0 51 K
Hand Cannon 30 m 2 - / 40kg 14P 4 150 K

* Shotguns take penalties on their damage in relation to the distance of the target, if not shot with slugs.

Tables 2: Firearm Upgrades (Barrels and Locks)[]

Name Details Price Compatibility
Flintlock Most common firing mechanism. Complex action to reload. Priming powder necessary. +10% of Weapon Price (rounded up) Every firearm. Revolving and Multi-barrel
Wheellock Slightly antiquated, clunky. Complex action to reload. Priming powder necssary. +5% Weapon Price (rounded down) Every firearm except Hand Cannon. Revolving and Multi-barrel
Matchlock Unusual and highly susceptible to water. Complex action to reload and complex action to fire (see text). Priming powder necessary - Every Firearm. Revolving and Multi-barrel
Percussion Cap Very rare, hard to come by. Standard action to reload. No priming powder necessary. +75% Weapon Price (rounded up) Rifle, pistol, Musket. Revolving and Multi-barrel
Revolving (priming powder only) Six to eight chamber protected by a thin steel sheet containing a charge of priming powder. Reduces loading time to standard action. 22/24/26K Flintlock, wheellock, matchlock Pistols and Rifles*
Revolving (bullets only) Six to eight chamber protected by a thin steel sheet containing main charge and bullet. Complex action to refill. Up to two bullets per round. 27/29/31K Percussion cap Pistols and Rifles*
Multiple barrels Up to 4 barrels, each prepared normally 30% Weapon Price per barrel + Installation of additional firing mechanisms or turnover mechanic (8K) Pistol, Blunderbuss, Musket, Rifle

*Rifles can only hold up to 6 Rounds.

Table 2: Firearm Upgrades (Material)[]

Name Details Price Compatibility
Rifled Barrel +1 Damage, Precision and AP compared to smoothbore +100% of Weapon Price per barrel Pistol only
Longer Barrel -1 Precision, +3 Range +25% Weapon Price (rounded down) per barrel Pistol, Musket, Rifle, Blunderbuss
Shortened Barrel -3 Range, +1 Damage Usually homemade - Otherwise 5% of Weapon Price Blunderbuss, Pistol
Bigger caliber -1 Precision, +1 Damage +20% Weapon Price per barrel Every Firearm.
Smaller caliber +1 Precision, -1 Damage +20% Weapon Price (rounded up) per barrel Rifle, pistol, Musket.
Decorations Personal style. Everything from gold ornamentation to subtle engravings. K/10 in +Intimidate when recognized. up to 40K Every Weapon
Tharisium Barrel Able to channel magic through the firearm 100% of Weapon Price per barrel Every other barrel type (including smoothbore)

Projectiles[]

Table: Ammunition[]

Name Range Precision Damage Weight AP Price
War Arrows - - - 1 quiver (50 max.) 2kg - 1 K per 10 arrows
Hunting Arrows - +1 - 1 quiver (50 max.) 2kg - 3 K per 10 arrows
Broadhead Arrows - - +1 1 quiver (50 max.) 2.5kg +1 4 K per 10 arrows
Simple Bolts - - - 1 quiver (50 max.) 1.5kg - 1 K per 10 bolts
Precision Bolts - +1 +1 1 quiver (50 max.) 1.5kg - 4 K per 10 bolts
Steelpin Bolts - - +1 1 quiver (50 max.) 2kg +1 5 Kper 10 bolts
Bullets* - - - 1 satchel (30 max.) 3kg - 2 K per 10 bullets
Blunderbuss Shot** - - - 1 satchel (20 max.) 3kg - 2 K per 10 pouches
Blunderbuss Slugs*** - - - 1 satchel (20 max.) 3kg - 4 K per 10 pouches
Hand Cannon Ammo**** - - - 1 satchel (10 max.) 3kg - 8 K per 10 shots

*Bullets vary in size and must be bought for the respective firearm. Includes the bullet and the gunpowder necessary for the weapon for example, for a flintlock musket the term bullet refers to a small paper pack with priming charge, main charge and the bullet in an appropriate caliber.
**Blunderbuss ammo is bought in pouches that include the necessary gunpowder and a handful of shot.
***Blunderbuss slugs are single bullets for shotguns fitting the barrel. The pouch includes enough gunpowder to shoot the slug. Slugs don't take the damage penalty with distance like the normal blunderbuss ammo does.
****The hand cannon's ammo is a pouch with a cannon ball and its respective amount of gunpowder.

Melee Weapons[]

Table 1: Melee Weapons[]

Name Range Precision Min.STR Damage AP Price
Arming Sword 1 6 3 6P 2 18K
Stiletto 0 6 1 4P 3 13K
Rapier 1 7 2 5P 3 16K
Scimitar 1 5 3 8P 1 19K
Dagger 0 7 1 2P 2 2K
Axe 1 4 4 7P 0 3K
Axe (Two-handed) 2 4 4 9P 1 21K
Claymore 2 5 5 10P 3 37K
Spear 3 6 4 7P 3 12K
Glaive 3 4 5 10P 1 28K
Mace 1 4 3 8P 0 20K
War Hammer (Two Handed) 2 3 5 12P 0 20K
(Short) Staff 1 3 1 4P 0 2K
Quarterstaff 2 4 2 5P 0 5K

Table 2: Melee Weapon Upgrades[]

Name Decription Price Compatibility
Customized Balance +1 Precision for wielder -1 for everyone else. 20K All except Polearms
Parrying -1 Damage, -1 Precision. +2 on parrying attempts with that weapon. 12K Dagger and Stiletto only
Decorations Personal style. Everything from gold ornamentation to subtle engravings. K/10 in +Intimidate when recognized. up to 40K Every Weapon
Pattern Welded Combination of different metals to combine traits. +1 Damage 50% of weapon price Bladed Weapons only
Cold forged blade Hard and brittle, not very durable blade. +1 AP 20% of weapon price All melee weapons
Tharisium Blade Able to channel magic through the blade 100% of weapon price All melee weapons

Exotic Weaponry[]

Table: Exotic Weapons[]

Name Description Range Precision Min. STR Damage AP Price
Whip A stringed weapon to be used to disarm the opponent, rather than actual fighting. 3 4 1 5P 0 8K
Chainwhip Similar to whips, but made out of sharpened chains. High risk in self-mutilation. 3 5 2 10P 2 16K
Morning Star A macehead on a chain. Hard to control, but more stopping power than the usual hammer weapon. 2 4 4 10P 2 15K
Greatbow A much larger bow, pushed into the ground for greater precision. Powerful enough to pierce Dragon Hide. Arrows cost twice as much as normal arrows. 40+Level in m 7 2xLevel in STR 3x Level + 1P 8 35 + 2x LevelK
Changeblade Blades with the capability of changing form through mechanical means. Take Standard Action to change. All stats and the Exotic Weapons Skill application vary by the weapon. - - - - - - K

Armor[]

Table 1: Armor[]

Name Type Armor Value Weight Price
Plain Clothing Body 0 Neglegible 1/2K-30K
Gambeson Body 4 1.5 kg 4K
Leather Armor Body 6 6 kg 13K
Mail Armor Body 9 13 kg 20K
Brigandine Body 11 16 kg 21K
Cuirass Body 14 24 kg 35K
Pauldrons Shoulder 3 4 kg 6K
Vambraces Forearm 2 0.3 kg 7K
Greaves Lower Leg 2 0.3kg 5K
Gauntlets Hands 2-4 0.1-0.4 kg 4-6K
Sabatons Feet 1 0.4 kg 6K

Table 2: Armor Upgrades[]

Name Decription Price Compatibility
Reinforced Plating +1 Armor 10% of armor price All Plate Armor
Lightweight -1/-2 to Armor 10/20% of armor price All
Decorations Personal style. Everything from gold ornamentation to subtle engravings. K/10 in +Diplomacy when recognized. up to 40K Every Armor
Bladed Armor Deal bonus damage in brawls. +1 Intimidate 30K Vambraces, Greaves, Pauldrons, Sabatons
Alchemical Treatment Resistance to Acid and other Corrosion 15K/level All except Gambeson
Ethereal Reinforcement / Spellstitched Pattern Resistance to Magic (+1d6/level) 50K/level All Body
Manadetecting Special alchemical alloy allows tharisium compass to be set into the gauntlet (acquired separately) 50% of armor price Gauntlet only
Shock Resistant Decreases Stun Damage by 1/level 40K/level All Body
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