All Weapon Properties

Last 3 Edits

July 16th, 2020

  • Changes to the Tripping property.
  • Added stats for my B&B system.

May 21st, 2020

  • Changed wording of Disarming. And inc that you had to state you are disarming before making the attack roll. (added to Weapons & Equip doc v1.1)

May 6th, 2020

  • Added masterwork. I did not realise I had not put it here. (added to Weapons & Equip doc v1.1)
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Weapon Properties

This page is to get some continuity across all systems, so there is not so much confusion regarding Range and other weapon properties/qualities (which we think add an important factor to the game).

Changing Weapon Settings

Many futuristic and modern weapons have different settings built into a weapon. Changing settings requires the following actions.

System Effects
D&D Bonus action.
Cypher System An action.
AGE
YZE Fast action (1 AP) or maneuver if fast actions not used.
B&B
Savage Worlds
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Ammunition

  • With each attack you must spend one (or more) pieces of ammunition.
  • Some ammunition can be used as an improvised weapon.
  • Reloading ammunition requires two hands, even if the weapon itself can be fired with one.
  • You typically recover half of your ammunition spent after a battle. (No ammunition is recovered from firearms or energy weapons).
  • In the Weapon Stats List, damage listed for variant ammunition modifies the damage given for standard ammunition.
If you do not wish to track ammunition for multi-shot weapons, you could use these rules instead. Basically, instead of tracking every shot, you just have the weapon run out when…
System Effects
D&D Six-shooters run out on a roll of 2-3; many shot weapons run out or overheat on a 2 only. (Of course a 1 is a crit fumble, so this may include out of ammo too).
Cypher System Six-shooters run out on a roll of 2-3; many shot weapons run out or overheat on a 2 only. (Of course a 1 is a GM Intrusion, so this may include out of ammo too).
AGE Six-shooters run out on a failed roll with any 1 showing on the dice; many shot weapons run out or overheat on a failed row with two or more 1's showing.
YZE Six-shooters run out on a failed roll that includes two 1's showing; many shot weapons run out or overheat on a failed row with three or more 1's showing.
B&B Six-shooters run out on 1 on your ability dice; many shot weapons run out if you roll a 1 on ability dice and then repeat the roll and roll another 1.
Savage Worlds
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Anti-Vehicle

These weapons are designed to take out vehicles and fortifications.

  • Any AP (Armor Penetration) the weapon has still applies versus vehicles and cover.
  • These weapons can be used against vehicles and large objects with the bonuses below.
System Effects
D&D Double damage vs objects.
Cypher System No extra damage - can just affect vehicles.
AGE No extra damage - can just affect vehicles.
YZE +2 damage vs objects.
B&B (Listed as Heavy Weapons in SWA)
Savage Worlds (Listed as Heavy Weapons in SWA)
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Area (range)

These weapons target everyone in the designated radius.

  • Size of the area determined by weapon.
  • All targets must be withing this range of all other targets.
  • Quite often a save/check can reduce the damage of area attacks.
  • Area attacks typically deal damage even on a miss or if targets make a successful check/save.
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Armor Penetration - AP (#)

This property is for types of weapons that slip through cracks in armor or can pound straight through a simple suit of armor.

  • This value does not apply against heavily armored vehicles or heavy cover (unless the weapon also has the Anti-Vehicle property).
System Effects
D&D Reduce any AC bonus of the target that is gained from armor or natural armor. AC cannot be reduced by more than the amount gained from armor/natural armor.
Cypher System Halve all AP values (round down) for this system. Armor does not provide as much protection as in other games. This value is then subtracted from the Armor Rating of the defender.
AGE AP value is subtracted from the Armor Rating of the defender.
YZE AP value is subtracted from the Armor Rating of the defender. (Basically reduces the dice they roll).
B&B Halve all AP values (round down) for this system. Armor does not provide as much protection as in other games. This value is then subtracted from the Armor Rating of the defender.
Savage Worlds
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Auto-Fire

For modern and futuristic weapons that can unleash a hail of rounds in seconds. Most automatic weapons can also fire normal single shots. Auto-fire only weapons often have the Brace quality too. There are basically three ways to use auto-fire.
1. Single target burst. Maximum range is Short for this attack.
2. Area burst. Affects all targets that are Close to each other (typically a 2 x 2 square). Maximum range is Long for this attack.
3. Sweep. Starting at one target and if possible moving to others. Maximum range is Long for this attack.

  • All uses use ammunition of 10, (or run out on the numbers rolled listed below if not tracking ammo).
  • High Capacity weapons (noted in brackets after Auto-Fire) can store a lot more ammo and ignore the first roll in an encounter to run out of ammo.
System Effects
D&D All auto-fire attacks are ranged attack actions made at -2. Single target burst: With any hit, you add an extra damage dice to the roll (without modifiers). Out of ammunition if you roll less than 10 on the attack die. Area burst: Each creature in the area must oppose your attack roll with a Dexterity saving throw or take the weapon's normal damage. Cover bonuses add to the saving throw. Out of ammunition if you roll less than 10 on the attack die. Sweep: Maximum of Long range. Can keep rolling attacks until you roll less than 10 on any attack (out of ammo or overheat). Can spread hits among targets, as long as new target is within Close range of previous target.
Cypher System All auto-fire attacks are ranged attack actions made at 1 difficulty level to the attacker's detriment. Single target burst: The target takes 50% more damage. Out of ammunition if you roll less than 10 on the attack die. Area burst: Even on a miss creatures in the area take 1 point of Might or Intellect damage (your choice). Out of ammunition if you roll less than 10 on the attack die. Sweep: Maximum of Long range. Can keep rolling attacks until you roll less than 10 on any attack (out of ammo or overheat). Can spread hits among targets, as long as new target is within Close range of previous target.
AGE All auto-fire attacks are Ranged Attack actions made at -2. Single target burst: You can perform the Mighty Blow stunt for 1 SP and the Lethal Blow stunt for 3 SPs with this attack. Out of ammunition if any 1's are rolled. Area burst: Each creature in the area must oppose your attack roll with a Dexterity (Acrobatics) or take the weapon's normal damage. Cover bonuses are applied to the targets' Dexterity rolls. Out of ammunition if any 1's are rolled. Sweep: Maximum of Long range. You can perform the Lightning Attack for 1 SP and can use it more than once with this attack, however you run out of ammo/overheat if any 1's are rolled for any given attack. Any new target must be within Close range of previous target.
YZE All auto-fire attacks are slow actions made at -2 to Ranged Combat. Single target burst: With any hit, you deal +1 damage an the crit range of the weapon is reduced by 1 (to a minimum of one). Out of ammunition if any 1's are rolled. Area burst: Even on a miss, targets in the area take 1 point of stress. Out of ammunition if any 1's are rolled. Sweep: Maximum of Long range. Can keep rolling a single dice until a 1 comes up (out of ammo or overheat). Can spread hits among targets, as long as new target is within Close range of previous target. (See Coriolis p90 for full rules.)
B&B Recoil: if you fire with a Rate of Fire greater than 1 in one action it causes recoil & you take a -2 on the Marksmanship roll. Can lay down Suppressive Fire (SWA p115)
Savage Worlds
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Awkward (#)

Apply this property to large tools and improvised weapons, especially those that have more than one part that can cause damage, or to weapons that have several moving parts.
System Effects
D&D (See En5ider article As Good As His Blade).
Cypher System A GM intrusion can occur on # or less when this weapon is used.
AGE Reduce the normal required number of 1's on a miss by #. Typically this is two 1's for a crit fumble, so a weapon with Awkward crit fumbles on a miss with any 1's showing.
YZE Reduce the normal required number of 1's on a miss by #. Typically this is three 1's for a crit fumble, so a weapon with Awkward 2 crit fumbles on a miss with any 1's showing.
B&B If you roll this number or lower on your Ability die you reroll the die and if you roll this value again, then it is a critical miss.
Savage Worlds
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Barbed

Weapons with barbs and back-ward-facing spikes designed to stick into a target (like a harpoon).

  • Weapons with this property remain attached to the target on a hit.
  • The target, or a creature within Close range of them, can attempt to remove the barbed weapon without harm by taking an action to make a skill check (see below). On a successful result the barbed weapon is removed. On a failure, it is still removed, but the target takes damage from weapon upon removal.
  • If the attacker still wields the weapon, they can also remove it as an action. This deals automatic weapon damage (no modifiers are added) to the target.
System Effects
D&D DC 10 Dexterity check.
Cypher System Difficulty 3 Speed check.
AGE Dexterity TN 9 check.
YZE Agility (Dexterity) check.
B&B Agility (Contortions)
Savage Worlds
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Bludgeoning

This is a damage type. It may also be referred to as bashing or blunt damage.

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Brace/Bulky

This property is for high-powered weapons that require extra support to wield effectively.

  • If this weapon is used standing up without a harness, stand or something else to brace with, then you suffer the penalties below (on top of any auto-fire penalties that often come with using such weapons).
  • Bulky items count for two encumbrance slots.
System Effects
D&D Penalty = disadvantage.
Cypher System Difficulty 2 steps higher.
AGE Penalty = -2 to ranged attack.
YZE Penalty = -2 Ranged combat dice.
B&B Penalty = -2 to Marksmanship rolls
Savage Worlds
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Crit (#)

At this stage this value only applies to Coriolis games; though I would introduce it to Mutant: Year Zero too, as it is even deadlier.
Where # equals the amount of extra 6's required to deal a critical hit following a successful attack.

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Defensive (#)

Add this properties to weapons that are better designed to block and parry attacks.

  • Whenever you use this weapon to make an attack, the defensive bonus is lost until the start of your next turn.
  • When wielding two defensive weapons, only the highest bonus is applied to your AC.
System Effects
D&D Add # to your AC.
Cypher System Any defensive weapon simply counts as 1 asset to Speed Defense rolls versus other melee attacks only.
AGE # counts as a shield bonus to Defense.
YZE Add # to your Armor Rating. (Like a shield, this is rolled before actual armor).
B&B Add to Parry value.
Savage Worlds
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Disarming

You need to state you are attempting a disarm before making your attack roll.
System Effects
D&D Your attack deals half damage and target must make a Strength saving throw or drop their weapon. The DC for the saving throw is your attack roll result.
Cypher System Reduce damage by 2 and target drops weapon.
AGE You can perform the Disarm stunt for 1 SP.
YZE You can use the Disarm bonus effect following a Fight/Melee Combat.
B&B Reduce the penalty for the Called Shot to disarm by 2.
Savage Worlds
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Double

This weapon is essentially two melee weapons joined as one.

  • Each end retains the properties of the original weapons. These cannot include Two-handed weapons.
  • Double weapons require two hands to use but do not have the Two-handed property, and cannot benefit from features that affect two-handed weapons. Similarly, weapons with the Two-handed property cannot be given the double property.
  • If the weapon has the reach property, only one attack per round can benefit from this property.
System Effects
D&D If both ends have the light property, this weapon can be used to make a two-weapon fighting attack and benefits from the two-weapon fighting style.
Cypher System If a character has the means to fight with 2 weapons, double weapons qualify.
AGE Can be combined with appropriate Talents for light-weapon fighting and two-weapon fighting.
YZE Can be combined with appropriate Talents for light-weapon fighting and two-weapon fighting.
B&B Count as attacking with Two WEapons
Savage Worlds
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Double-Shot

This property is for firearms that can fire a couple of shots quickly, best reflected by revolvers and semi-automatic weapons that are not quite fully automatic. In a Western setting, this is known as Double-Tap.

  • Using Double-Shot doubles the amount of normal ammunition needed (or is using option rules for rolling, increases the chance of running out by 1 step).
  • If you move during the same round that you use Double-Shot, you suffer the penalties below.
System Effects
D&D You can make a Double-Shot as a free action immediately after shooting at a target, to roll a second attack against the same target. If you hit with the second roll, the target takes normal weapon damage. The damage from this second attack is not modified in any way - it is only the damage value listed for weapon. Movement penalty = disadvantage on both attack rolls.
Cypher System You can make a Double-Shot as a free action immediately after shooting at a target, to roll a second attack against the same target. If you hit with the second roll, the target takes normal weapon damage. The damage from this second attack is not modified in any way - it is only the damage value listed for weapon. Movement penalty = the difficulty of both attacks 2 higher.
AGE You can make a Double-Shot as a free action immediately after shooting at a target, to roll a second attack against the same target. If you hit with the second roll, the target takes normal weapon damage. The damage from this second attack is not modified in any way - it is only the damage value listed for weapon. Movement penalty = -2 to both attacks.
YZE You can make a quick shot with this weapon even if it is not Light. Movement penalty = -2 skill dice to both attacks.
B&B
Savage Worlds
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Energy (type)

This is a damage type. This is standard for laser guns, but other energy types may be listed for some weapons, such as fire, thunder, electric, acid, ion, etc.

  • Fire: target of a fire attack may continue to burn (use the fire rules for the system being used).
  • Ion: this damages electronics and droids only.
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Entangling

This property is for weapons that can ensnare (such as a net) or wrap limbs in their embrace (like bolas).

  • On a hit, the attacker can choose to stop the target from moving (impose the restrained condition) until the target escapes. (See below for escaping).
  • Targets two size categories larger than the attacker or targets with formless bodies are immune to this property.
  • For weapons with a trailing line, like the whip or harpoon, the target can move, but only in the direction of the attacker. Furthermore, if the target remains entangled by a weapon with a trailing line, the attacker can use their action to initiate a Strength contest and, if successful, can pull the entangled target up to 10 feet towards them.
System Effects
D&D To escape, the target, or another creature within Close range, must spend an action to make a successful DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. Alternatively, the entangling weapon or its trailing line can be destroyed by dealing the weapon 5 or more slashing damage (AC 10.) A weapon with the entangling property can only be attacked when it is restraining a target.
Cypher System To escape, the target, or another creature within Close range, must spend an action to make a successful difficulty 3 Might or Speed check. Alternatively, the entangling weapon or its trailing line can be destroyed by dealing the weapon 2 or more slashing damage (difficulty 3 melee attack) A weapon with the entangling property can only be attacked when it is restraining a target.
AGE To escape, the target, or another creature within Close range, must spend an action to make a successful TN 9 Strength (Might) or Dexterity (Acrobatics) check. Alternatively, the entangling weapon or its trailing line can be destroyed by dealing the weapon 5 or more slashing damage (TN 9.) A weapon with the entangling property can only be attacked when it is restraining a target.
YZE This weapon can be used to pin on the first 6 rolled (in place of damage). To escape, the target, or another creature within Close range, must spend an action to make a successful Strength (Force/Muscle) or Agility (Dexterity/Move) check. Alternatively, the entangling weapon or its trailing line can be destroyed by dealing the weapon 1 or more slashing damage. (Normal attack to hit). A weapon with the entangling property can only be attacked when it is restraining a target.
B&B On a hit target is Entangled; on a raise they are Bound. (See SWA p98).
Savage Worlds
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Finesse

This property is for light, fast weapons.
System Effects
D&D You can substitute Dexterity for Strength for the attack bonus and damage die when wielding these weapons.
Cypher System (No need for this property - any melee attack can use Speed or Might)
AGE You can substitute Accuracy in the place of Fighting for attacks with these weapons.
YZE You can substitute Agility in the place of Strength for Fight/Melee Combat attacks with these weapons.
B&B You can substitute Agility in the place of Athletics for weapon damage.
Savage Worlds
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Fragile/Scrap

This property can be used to represent primitive weapons made from wood, stone and bone, such as flint-tipped spears, and could also be applied thin blades like the rapier. It can also be used in post-apocalyptic games to represent 'scrap' or improvised weapons.

  • All fragile/scrap weapons halve any Armor Penetration they may have (rounded down).
  • Further modifiers are below:
System Effects
D&D Each time the minimum damage is rolled with this weapon, it takes a temporary –1 penalty to its damage rolls. If the penalty drops to –5 before the weapon is repaired, it is destroyed permanently. Each –1 penalty takes someone with the appropriate tool proficiency one hour to repair.
Cypher System The weapon's damage is lowered by 1 on any roll of 2-3 on the attack. These penalties can be repaired by someone trained in the appropriate skill.
AGE If the Stunt Dice shows a 1 on any missed attack roll with this weapon reduce the weapon's damage by 1. If the penalty drops to –5 before the weapon is repaired, it is destroyed permanently. Each –1 penalty takes someone with the appropriate tool proficiency one hour to repair.
YZE For every 1 showing on any Gear dice following a 'pushed' roll, the gear bonus of the item drops by this amount. If reduced to zero the item is useless. Gear bonuses can be restored through repairs.
B&B Every time you roll a 1 on your weapon damage dice when you use this weapon, the weapon takes a -1 penalty to further damage rolls. If the penalty drops to –5 before the weapon is repaired, it is destroyed permanently. Each –1 penalty takes someone with the appropriate tool proficiency one hour to repair.
Savage Worlds
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Gear Bonus(+/- #)

For YZE games only (Coriolis & Mutant: Year Zero).
Where # equals the number of gear dice you roll for attacks.

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Heavy

  • Attacks with these weapons made whilst mounted suffer the penalties listed below. Melee weapons wielded in cramped conditions also suffer these penalties.
  • Small creatures always suffer the penalties below if they attempt to use these weapons. (As do Medium creatures trying to wield weapons made for Large creatures. Basically, this property applies to weapons made for those 1 Size category above your own).
  • These weapons cannot be used in the off-hand.
  • Count as 2 items for encumbrance purposes.
System Effects
D&D Penalty = disadvantage.
Cypher System Penalty = increase difficulty of attack by 2 steps. (Heavy normally only refers to damage in this system, but this has no meaning anymore, we have our own damage assigned to every weapon).
AGE Penalty = -3 to attacks.
YZE Penalty = -2 Skill dice and no benefit from Gear dice.
B&B Penalty = -2 to attack rolls.
Savage Worlds
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Light

This property applies for small weapons easily used in one hand.

  • Count as half an item for encumbrance purposes. (So 2 Light items can fill one line of your Gear/Equipment chart).
System Effects
D&D If wielding a light weapon in one hand, you can use a bonus action to attack with another light weapon in your off-hand. The off-hand attack does not add your ability score to its damage. (If you attempt to fight with one-handed weapons in this manner all attacks are made with disadvantage.)
Cypher System The difficulty of attacks made with these weapons is reduced by one. (Ignore listed damage for Light weapons in the core rules - all our weapons have assigned damage values).
AGE -
YZE -
B&B -
Savage Worlds
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Masterwork

Apply this to weapons of exceptional make. Typically adds ~ 50-100gp value to the item.

System Effects
D&D +1 damage. This does not stack with magical bonuses if the weapon is, or later becomes magical.
Cypher System The difficulty of attacks made with these weapons is reduced by one.
AGE -
YZE -
B&B +1 damage.
Savage Worlds
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Loading (#)

Use this property for slow loading weapons such as crossbows, black powder and siege weapons.

  • You can fire only one piece of ammunition or make a single attack only with this weapon per round, regardless of the number of attacks/actions you have.
  • It requires 2 hands to load a weapon.
  • # refers to the actions required to load. For large weapons, several people may be able to contribute actions.
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Piercing

This is a damage type. It may also be referred to as puncture or stabbing damage.

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Range

We have moved to standard range categories across all games for ease of use.
Range category Distance in meters Distance in feet Distance in 'squares'/inches minis scale Other
Close Range up to about 2 meters up to about 5 feet. 1 square (Also referred to as adjacent or immediate)
Near Range up to about 10 meters up to about 30 feet 6 squares (Typical movement rate for many games)
Short Range up to about 20 meters up to about 60 feet 12 squares (A typical double move action or run movement)
Medium Range up to about 40 meters up to about 120 feet 24 squares (A typical long range spell attack)
Long Range up to about 100 meters up to about 300 feet 60 squares (Typical long range weapon attack)
Extreme up to about 1 kilometer up to about 3,000 feet 600 squares (Basically anything beyond Long range, within eyesight, and reasonable distance for the given weapon used)
System Effects
D&D You can typically attempt attacks at a target 1 range category above the one listed for your weapon, but you have disadvantage on the roll. Attacking with a ranged weapon whilst a threatening enemy is within Close range imposes disadvantage on your attack roll.
Cypher System Attacks made beyond the normal range increase the difficulty level by two for every range increment.
AGE -2 for every range category beyond initial Range.
YZE Penalties for ranged attacks: Close -3 (if enemy is engaged in melee combat with you) or +3; Long -1; Extreme -2; -3 for an attempted shot at enemy 1 step beyond range listed.
B&B -2 for every range category beyond initial Range.
Savage Worlds
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Reach/Long

Typically used for weapons that can strike at a distance in melee combat, such as polearms.

  • If armed with a reach weapon and not surprised, you can be assumed to be on hold for the purposes of attacking an advancing foe only. (So if someone moves within reach of you you can attack immediately).
  • This weapon adds 2 meters/5ft. to your reach when you attack with it. (Basically double Close range).
  • Attacks against foes within Close range of you with this weapon suffer penalties (see below).
System Effects
D&D Penalty for Close targets = disadvantage.
Cypher System Penalty = attacks are one difficulty level harder versus Close foes.
AGE Penalty for Close targets = -2 to attacks.
YZE Penalty for Close targets = -2 Skill dice and no Gear dice.
B&B Penalty for Close targets = -2 to attacks.
Savage Worlds
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Readied

This property is for large piercing weapons that you can plant in the ground or brace under your foot.

  • You cannot use this feature if you have a hostile creature able to take actions within Close range of you.
System Effects
D&D Once per round, if a foe tries to move into Close range of you, you can use your reaction to make a melee weapon attack against that target with that weapon. If you hit, this attack automatically becomes a critical hit.
Cypher System Once per round, if a creature tries to move into Close range with you, you can make a free attack against that foe with your readied weapon. If you hit you deal +2 damage.
AGE Once per round, if a creature tries to move into Close range with you, you can make a free attack against that foe with your readied weapon (as if you had taken the Prepare action). If you hit and generate SPs, you can perform the Mighty Blow stunt for 1 SP.
YZE Once per round, when a creature tries to move to Close range with you, you can use your defend option (if it is available to you), but you must choose the Counterattack option. You get +2 Gear dice to this roll, are not limited on how you spend your 6's rolled, and the Crit rating of your weapon is not increased.
B&B You must be on Hold to perform this maneuver. Once per round, if a creature tries to move into Close range with you, you can make a free attack against that foe with your readied weapon. If you hit you deal +2 damage.
Savage Worlds
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Reliable

For weapons with complicated and/or moving parts, but that are so well made that they almost never malfunction or break.

System Effects
D&D You can roll twice on the crit fumble chart and choose which outcome to accept.
Cypher System If you roll a 1 with this weapon, you can make another attempt to hit at the same difficulty. If you succeed, you do not actually hit the target, but the GM is denied the intrusion they would normally get.
AGE Crit fumbles only occur on a roll of triple 1.
YZE The weapon jam effect will cost the GM 4 DP instead of 3. If using crit fumbles, you can roll twice and choose which outcome to accept.
B&B Critical fumble only occurs if you roll a 1 three times on Ability dice.
Savage Worlds
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Reload (# shots)

Use this for weapons that have a limited number of shots, and must be reloaded. Depending upon weapon and system used as to how long this takes (from free to a maneuver or fast action).

  • These weapons can be fired every round (unlike weapons with the Loading (#) property.
  • Two hands are required to reload weapons.
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Round Flight Path

This is a property applied to some weapons with the thrown property.

  • Determine a circular flight path from the attacker to the target, as if they were on opposite sides of the circle. (So the distance from the attacker to the target is also needed for the ‘width’ of the flight path).
  • If there are other creatures or solid objects along this flight path on the way to the intended target, then these intervening creatures or objects become the target instead.
  • If the thrown weapon hits the target, it falls into the target’s space as normal.
  • If the weapon misses the target it must have a clear flight path on the opposite side of the ‘flight circle’. If there is not then the weapon targets the next creature or object along the flight path.
  • If nothing is hit throughout the entire flight path, the thrown weapon returns to the attacker, who can spend a fast/bonus action to catch it, otherwise the weapon lands within Close range of the thrower.
System Effects
D&D If you would like a more realistic determination of where a weapon that misses everything lands, try this method. Using the same roll made for the attack, subtract the thrower’s attack bonus (rather than adding) from the natural roll of the d20. The result is the number of 5 foot increments between the thrower and the landing of the weapon. The weapon lands in a random direction from the thrower. If the result would be reduced to 0 or less, then the weapon returns to the thrower as above.
Cypher System
AGE If you would like a more realistic determination of where a weapon that misses everything lands, try this method. For every 1 rolled on the attack roll the weapon lands 1 Close range increment away.
YZE If you would like a more realistic determination of where a weapon that misses everything lands, try this method. For every 1 rolled on the attack roll the weapon lands 1 Close range increment away.
B&B If you would like a more realistic determination of where a weapon that misses everything lands, try this method. For every point below 5 you rolled on Ability die, the weapon lands 1 Close range increment away.
Savage Worlds
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Serrated

This quality can only be applied to weapons that deal slashing damage.

  • A weapon with this quality loses the Armor Penetration quality.
System Effects
D&D If you hit a target not wearing any armor and with no natural armor with a melee weapon attack, you can spend your bonus action to deal an extra damage dice against that target. If you hit a target wearing light armor with a melee weapon attack, you can use your bonus action to shred their armor, reducing their AC value by 1. Armor reduced to AC 10 is destroyed. Target's are then considered unarmored for future attacks.
Cypher System If you hit an unarmed target they take 1 extra point of damage. If you hit a lightly armored target you can reduce their armor by 1.
AGE If you hit an unarmored opponent you can perform the Mighty Blow for 1 SP. If they are wearing light/leather armor for 1 SP you can reduce their Defense value by 1 until the armor is repaired. Such a reduction cannot exceed the Defense value th armor offers.
YZE If you hit a target with a 0 Armor Rating with a melee weapon attack, you can spend your maneuver (or a fast action) to deal an extra point of damage against that target. If you hit a target wearing light or cloth-based armor with a melee weapon attack, you can use your maneuver (or a fast action) to shred their armor, reducing their Armor rating value by 1. Armor reduced to 0 rating is destroyed. Target's are then considered unarmored for future attacks.
B&B If you declare an action to use this property of your weapon, you deal an extra damage dice if you hit an unarmoured target, with one attack using this weapon this round. If you hit a target wearing light armor when using an action to use this property, their armor is ruined.
Savage Worlds
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Silent

This quality is for modern weapons. It could be due to an added silencer at the end of a gun barrel or a setting on a futuristic blaster.

System Effects
D&D Weapons on silent mode lower all dice rolled for damage by one die type. Requires a Perception check DC 14 to hear.
Cypher System Weapons on silent mode deal 1 less damage. Requires an Intellect (Perception) difficulty 4 check to hear.
AGE Weapons on silent mode deal 2 less damage. Requires an Perception (Hearing) roll to hear.
YZE Weapons on silent mode deal 1 less damage. Requires an Observation/Scout roll to hear.
B&B Weapons on silent mode deal 2 less damage. Requires an Perception (Notice) roll to hear.
Savage Worlds
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Slashing

This is a damage type. It may also be referred to as cutting damage.

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Slow

This is for weapons that require time to generate energy to use repeatedly.

  • This weapon cannot be fired in consecutive rounds.
  • On any other round a maximum of 1 attack can be made with this weapon, even if you have the means to make more than one attack.
  • If this weapon is moved manually (not vehicle mounted), it must be set-up required at least 1 round.
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Spray

Shot from these weapons spreads out, increasing the chances of hitting. Often referred to as Grape weapons/shot.

  • Attacks versus targets within normal range are made with bonuses (listed below) and deal normal damage.
  • Beyond normal range this weapon deals half damage, but may target two targets within Close range of one another.
System Effects
D&D Bonus = advantage
Cypher System Bonus = 2 steps of the difficulty.
AGE Bonus = +2 to attack.
YZE Bonus = As normal Gear dice. (You do not gain any Gear dice beyond normal range).
B&B Bonus = +2 to attack.
Savage Worlds
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Stun

This quality is for modern weapons. It is a typical setting for blasters in a futuristic settings and even batons from such settings may have this property. Also known as zap weapons.

  • Unless noted otherwise, stun settings only work out to Short range.
System Effects
D&D
Cypher System Deals damage in this order: Speed, Intellect, Might. A minor action would daze the target (all actions one difficulty level higher until your next turn); a major action would simply take the target 1 step down condition track automatically (which it can shake off with a difficulty 4 Might check each turn).
AGE You can perform the Set Up stunt for 1 SP. For 3 SPs your attack is treated as a Stunning Attack (as listed under Rogue, Fantasy AGE p23). If a target is reduced to 0 Health with a stun attack they are instead unconscious on 1 Health and will regain consciousness in 2d6 minutes unless circumstances dictate otherwise. (See 'Knocking Out Opponents', Fantasy AGE p36.
YZE Deals stress (or Wits & then Empath) damage. A critical success stuns the target for the next round: they cannot take any actions.
B&B On a hit, target is Distracted; they are Vulnerable on a raise; and Stunned on with 2 raises. (See SWA p100 & 106)
Savage Worlds
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Thermal Sweep

For futuristic weapons that fire a continuous beam that can be swept across several enemies.
System Effects
D&D
Cypher System
AGE Works as Auto-Fire (Sweep) property.
YZE Works as Auto-Fire (Sweep) property.
B&B Works as Auto-Fire (Sweep) property.
Savage Worlds
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Thrown

For all weapons that can be thrown with one hand.

System Effects
D&D Thrown weapons typically use Dexterity for attack and damage, but if the weapon can be used in melee and does not have the Finesse quality, then you can choose to use Strength instead.
Cypher System Thrown weapons typically use Speed for attack rolls, but if the weapon can be used in melee and does not have the Finesse quality, then you can choose to use Strength instead
AGE Thrown weapons typically use Accuracy for attack rolls, but if the weapon can be used in melee and does not have the Finesse quality, then you can choose to use Fighting instead.
YZE Thrown weapons typically use Agility (Ranged Combat/Shoot) for attack rolls, but if the weapon can be used in melee and does not have the Finesse quality, then you can choose to use Strength instead (though you still use the skill Ranged Combat/Shoot dice).
B&B Thrown weapons typically use Athletics (Throw) for attack and Athletics damage, but if the weapon has the Finesse quality, then you can choose to use Agility instead. If you have a specialty in the weapon group, you can replace the Throw specialty with your weapon group specialty.
Savage Worlds
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Tiny

This property is mostly for ammunition, though it could represent smaller weapons carried by small characters too.

  • Tiny items do not count towards encumbrance.
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Toggle (#)

Weapons with this property have a trailing line on the weapon, or have reach and can connect to targets. They must have a means to attach to a target: see the Barbed and/or Entangling properties. # is the length of the line.
System Effects
D&D When a toggle weapon with the barbed or entangling property hits a target, a trailing line connects the target to the attacker. This line can be broken by a creature that takes an action to deal 5 or more slashing damage against AC 10, or by breaking the line with a DC 15 Strength check. The attacker decides how long the toggle line is (up to # squares). A target attached to the line can only move beyond this distance from the weapon’s wielder by making an opposed Strength check against the wielder. If successful, the target can move away. The wielder has two choices if the target moves away: they can simply drop the weapon, in which case it is dragged away by the target, or they can spend a reaction to pull free the weapon, which then remains in their hands. (Pulling free a barbed weapon from a connected target deals the target damage as normal.)
Cypher System When a toggle weapon with the barbed or entangling property hits a target, a trailing line connects the target to the attacker. This line can be broken by a creature that takes a difficulty 3 action to deal 2 or more slashing damage, or by breaking the line with a difficulty 5 Might check. The attacker decides how long the toggle line is (up to # squares). A target attached to the line can only move beyond this distance from the weapon’s wielder by making an opposed Might check against the wielder. If successful, the target can move away. The wielder has two choices if the target moves away: they can simply drop the weapon, in which case it is dragged away by the target, or they can spend 2 Speed points to pull free the weapon, which then remains in their hands. (Pulling free a barbed weapon from a connected target deals the target damage as normal.)
AGE When a toggle weapon with the barbed or entangling property hits a target, a trailing line connects the target to the attacker. This line can be broken by a creature that takes an action to deal 5 or more slashing damage against TN 9, or by breaking the line with a TN 9 Strength (Might) check. The attacker decides how long the toggle line is (up to # squares). A target attached to the line can only move beyond this distance from the weapon’s wielder by making an opposed Strength (Might) check against the wielder. If successful, the target can move away. The wielder has two choices if the target moves away: they can simply drop the weapon, in which case it is dragged away by the target, or they can spend a minor action (if they have one left this round) to pull free the weapon, which then remains in their hands. (Pulling free a barbed weapon from a connected target deals the target damage as normal.)
YZE When a toggle weapon with the barbed or entangling property hits a target, a trailing line connects the target to the attacker. This line can be broken by a creature that takes an action to deal 1 slashing damage against AC 10, or by breaking the line with a critical success Strength (Force/Muscle) check. The attacker decides how long the toggle line is (up to # squares). A target attached to the line can only move beyond this distance from the weapon’s wielder by making an opposed Strength check against the wielder. If successful, the target can move away. The wielder has two choices if the target moves away: they can simply drop the weapon, in which case it is dragged away by the target, or they can spend their maneuver (or a fast action) to pull free the weapon, which then remains in their hands. (Pulling free a barbed weapon from a connected target deals the target damage as normal.)
B&B When a toggle weapon with the barbed or entangling property hits a target, a trailing line connects the target to the attacker. This line can be broken by a creature that takes an action to deal 4 slashing damage against Parry 2, or by breaking the line by getting a raise on an Athletics (Strength) check. The attacker decides how long the toggle line is (up to # squares). A target attached to the line can only move beyond this distance from the weapon’s wielder by making an opposed Athletics (Strength) check against the wielder. If successful, the target can move away. The wielder has two choices if the target moves away: they can simply drop the weapon, in which case it is dragged away by the target, or they can take their reaction to pull free the weapon, which then remains in their hands. (Pulling free a barbed weapon from a connected target deals the target damage as normal.)
Savage Worlds
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Tripping

For weapons that have hooks or protrusions made to take people to ground, or entangling weapons like whips that can be used to yank legs out from under foes.

  • This only works on a creature up to onse size category larger than the wielder of the disarming weapon.
System Effects
D&D When a weapon with the tripping quality would deal damage, you may instead choose to deal half damage and attempt to shove the target. Your Strength check has advantage when taking the shove action in this way.
Cypher System When you hit you can reduce your damage by 2 to knock the target prone.
AGE You can use the Knock Prone stunt for 1 SP.
YZE You can use the Knock Prone bonus effect following a Fight/Melee Combat. Each size difference between you and target requires an extra six as normal.
B&B You can choose to deal half damage and knock the target prone.
Savage Worlds
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Two-Handed

You must use two hands to use these weapons.

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Unbalancing

Weapons with this quality typically have a lot of weight at the opposite end of the handle. Many tools used as weapons would be appropriate.
*If you attack with this weapon and miss your target, you become unbalanced and suffer the penalties listed below.
System Effects
D&D If you do not spend your bonus action to recover, the next melee attack made against you before your next turn is done so at advantage.
Cypher System Speed defense rolls are 1 step more difficult for you until the start of your next turn.
AGE The next melee attack made against you before your next turn gains a +2 bonus, unless you spend a minor action (if you have one left this turn) to recover.
YZE The next melee attack made against you before your next turn gains a +2 bonus, unless you spend a fast action to recover.
B&B If used in a round in which you take more than 1 action, all actions take an extra -1 penalty. If you miss with an attack with this weapon, your turn ends immediately.
Savage Worlds
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Versatile

For weapons that can be used in one or two hands.

  • Small creatures wield these in two hands, but use the standard damage. (If they attempt to use the weapon in 1 hand, it is treated as having the Heavy property).
  • The benefits vary for melee and ranged weapons.
System Effects
D&D Melee : If used in two hands increase the weapon's damage die by 1. (So a d8 goes to a d10). Ranged: add +2 to attack roll
Cypher System Melee: The weapon deals +1 damage. Ranged: lower the difficulty of the shot by 1 step.
AGE Melee & Ranged: +1 to any SPs generated.
YZE Melee & Ranged: If used in 2 hands you can reroll any one dice not showing a 1.
B&B Melee: The weapon deals +1 damage. Ranged: Once per turn, you can reroll one Ability attack dice.
Savage Worlds
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Wrap-Around

For weapons that have large hooks or flexible components capable of wrapping around shields.

  • Weapons with the wrap-around property ignore any defense bonus a target has due to using a shield or weapon with the defensive property.
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