Publication:World of Warcraft: The Role Playing Game/Weapons

These are not the only weapons found in the World of Warcraft Role Playing Game. In addition to the weapons found below, The WoWRPG also has most of the SRD Weapons.

The WoWRPG does not have the following SRD weapons: Heavy Spiked Shield, Kama, Light Hammer, Nunchaku, Orc Double Axe, Ranseur, Rapier, Sai, Shiruken, Siangham, Spiked Armor, Spiked Shield.

{| class="zebra d20"

Table 9-2: Weapons
! Align="left" | Martial Weapons !! Cost !! MR !! Dmg (S) !! Dmg (M) !! Critical !! Range Increment !! Weight1 !! Type2 ! colspan="9" |One-Handed Melee Weapons ! colspan="9" |Two-Handed Melee Weapons ! Align="left" | Exotic Weapons !! Cost !! MR !! Dmg (S) !! Dmg (M) !! Critical !! Range Increment !! Weight1 !! Type2 ! colspan="9" |Light Melee Weapons ! colspan="9" |One-Handed Melee Weapons ! colspan="9" |Two-Handed Melee Weapons ! colspan="9" |Ranged Weapons {| class="zebra d20"
 * Align="left" | Bayonet, miniature || 8 gp || — || 1d3 || 1d4 || &times;2 || — || 1 lb. || Piercing or slashing
 * Align="left" | Warblade || 20 gp || — || 1d6 || 1d8 || &times;2 || — || 3 lb. || Slashing
 * Align="left" | Warblade || 20 gp || — || 1d6 || 1d8 || &times;2 || — || 3 lb. || Slashing
 * Align="left" | Warblade || 20 gp || — || 1d6 || 1d8 || &times;2 || — || 3 lb. || Slashing
 * Align="left" | Bayonet || 15 gp || — || 1d6 || 1d8 || &times;3 || — || 2 lb. || Piercing
 * Align="left" | Greathammer || 40 gp || — || 1d10 || 2d6 || &times;3 || — || 14 lb. || Bludgeoning
 * colspan="9" |
 * Align="left" | Greathammer || 40 gp || — || 1d10 || 2d6 || &times;3 || — || 14 lb. || Bludgeoning
 * colspan="9" |
 * colspan="9" |
 * Align="left" | Claws of attack, orc || 25 gp || — || 1d4 || 1d6 || 18-20/&times;2 || — || 2 lb. || Slashing
 * Align="left" | Moonglaive || 20 gp || — || 1d4 || 1d6 || &times;2 || — || 1 lb. || Piercing
 * Align="left" | Moonglaive || 20 gp || — || 1d4 || 1d6 || &times;2 || — || 1 lb. || Piercing
 * Align="left" | Moonglaive || 20 gp || — || 1d4 || 1d6 || &times;2 || — || 1 lb. || Piercing
 * Align="left" | Hammer, dwarven battle || 30 gp || — || 1d8 || 1d10 || &times;3 || — || 9 lb. || Bludgeoning
 * Align="left" | Hammer, dwarven tossing || 15 gp || — || 1d4 || 1d6 || &times;3 || — || 4 lb. || Bludgeoning
 * Align="left" | Moon sword || 100 gp || — || 1d6 || 2d4 || 18–20/&times;2 || — || 4 lb. || Slashing
 * Align="left" | Warglaive || 125 gp || — || 1d6 || 2d4 || &times;3 || — || 3 lb. || Slashing
 * Align="left" | Moon sword || 100 gp || — || 1d6 || 2d4 || 18–20/&times;2 || — || 4 lb. || Slashing
 * Align="left" | Warglaive || 125 gp || — || 1d6 || 2d4 || &times;3 || — || 3 lb. || Slashing
 * Align="left" | Warglaive || 125 gp || — || 1d6 || 2d4 || &times;3 || — || 3 lb. || Slashing
 * Align="left" | Warglaive || 125 gp || — || 1d6 || 2d4 || &times;3 || — || 3 lb. || Slashing
 * Align="left" | Halberd, tauren || 50 gp || — || 1d8 || 2d6 || &times;3 || — || 25 lb. || Piercing or slashing
 * Align="left" | Totem, tauren || 20 gp || — || 1d10 || 2d8 || &times;2 || — || 50 lb. || Bludgeoning
 * Align="left" | Totem, tauren || 20 gp || — || 1d10 || 2d8 || &times;2 || — || 50 lb. || Bludgeoning
 * Align="left" | Totem, tauren || 20 gp || — || 1d10 || 2d8 || &times;2 || — || 50 lb. || Bludgeoning
 * Align="left" | Blunderbus (no feat needed) || 250 gp || 1 || Special || Special || — || Special || 10 lb. || Piercing
 * Align="left" | Shot, Bluderbus (12) || 10 gp || — || — || — || — || — || 3 lb. ||
 * Align="left" | Flintlock pistol || 400 gp || 1 || 2d6 || 3d6 || &times;3 || 20 ft. || 5 lb. || Piercing
 * style="text-align: left; padding-left: 2em;" | Balls, pistol (10) || 5 gp || — || — || — || — || — || 3 lb. || —
 * Align="left" | Long rifle || 700 gp || 1 || 2d6 || 3d6 || &times;3 || 200 ft. || 20 lb. || Piercing
 * style="text-align: left; padding-left: 2em;" | Bullets, rifle (10) || 6 gp || — || — || — || — || — || 3 lb. || —
 * Align="left" | Mortar3 || 75 gp || 1 || Special || Special || &times;2 || 40 ft. || 20 lb. || Special
 * class="foot" colspan="9" |
 * 1) Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
 * 2) When two types are given, the weapon is both types if the entry specifies “and,” either type (player’s choice at time of attack) if the entry specifies “or,” or each end of the double weapon is a different type if the entry specifies “/.”
 * 3) The mortar fires mortar shells; see Table 9–3: Explosives and Gunpowder for specifics.
 * }
 * Align="left" | Mortar3 || 75 gp || 1 || Special || Special || &times;2 || 40 ft. || 20 lb. || Special
 * class="foot" colspan="9" |
 * 1) Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
 * 2) When two types are given, the weapon is both types if the entry specifies “and,” either type (player’s choice at time of attack) if the entry specifies “or,” or each end of the double weapon is a different type if the entry specifies “/.”
 * 3) The mortar fires mortar shells; see Table 9–3: Explosives and Gunpowder for specifics.
 * }
 * 1) The mortar fires mortar shells; see Table 9–3: Explosives and Gunpowder for specifics.
 * }

Table 9-3: Explosives and Gunpowder
! Align="left" | Weapon !! Cost !! MR !! Damage !! Blast Radius !! Range Increment !! Weight !! Type
 * Align="left" | Bomb, catapult4 || 150 gp || 1 || 8d6 || 15 ft. || 5 ft. || 10 lb. || Fire
 * Align="left" | Bomb, emplaced4 || 80 gp || 1 || 4d6 || 5 ft. || — || 5 lb. || Fire
 * Align="left" | Bomb, grenade4 || 40 gp || 1 || 2d6 || 10 ft. || 10 ft. || 1 lb. || Fire
 * Align="left" | Gunpowder, 2-pound horn || 35 gp || 1 || — || — || — || 2 lb. || —
 * Align="left" | Gunpowder, 15-pound keg || 250 gp || 1 || — || — || — || 20 lb. || —
 * Align="left" | Gunpowder, imbued, 2-pound horn || 1,300 gp || 2 || — || — || — || 2 lb. || —
 * Align="left" | Gunpowder, refined, 2-pound horn || 100 gp || 1 || — || — || — || 2 lb. || —
 * Align="left" | Gunpowder, refined, 15-pound keg || 1,400 gp || 1 || — || — || — || 20 lb. || —
 * Align="left" | Shell, mortar || 25 gp || 1 || 3d6 || 5 ft. || — || 1 lb. || Fire
 * class="foot" colspan="8" |
 * 1) These explosives require no proficiency to use (although a skill check may be required).
 * }
 * Align="left" | Gunpowder, refined, 2-pound horn || 100 gp || 1 || — || — || — || 2 lb. || —
 * Align="left" | Gunpowder, refined, 15-pound keg || 1,400 gp || 1 || — || — || — || 20 lb. || —
 * Align="left" | Shell, mortar || 25 gp || 1 || 3d6 || 5 ft. || — || 1 lb. || Fire
 * class="foot" colspan="8" |
 * 1) These explosives require no proficiency to use (although a skill check may be required).
 * }
 * class="foot" colspan="8" |
 * 1) These explosives require no proficiency to use (although a skill check may be required).
 * }
 * }

Firearms
Firearms are a relatively new dwarven invention. Despite the dangers of dealing with volatile explosives, the possibilities fascinate tinkers and engineers.

Firearms are treated like other ranged projectile weapons, although they cannot be constructed to benefit from a wielder’s exceptional Strength bonus. Firearms are exotic weapons (except for the blunderbuss, which requires no expertise — it’s point-and-shoot). Exotic Weapon Proficiency (firearms) grants a character proficiency with all firearms; otherwise, she takes –4 nonproficiency penalty on attack rolls. (Ironforge dwarves and goblins treat flintlock pistols and long rifles as martial weapons.)

Firearms use various types of ammunition. Most firearms and firearm ammunition obey all the normal rules for masterwork and magic weapons (a +2 long rifle is perfectly legal). As with other projectile weapons, the enhancement bonus from a firearm does not stack with the enhancement bonus from its ammunition. Ammunition fired from a firearm is always lost or destroyed, even if it misses the target.

The Malfunction Rating (MR) for firearms and explosives varies depending on the specific weapon. When firearms malfunction they usually jam or misfire, while explosives go off prematurely or prove to be duds. See “Gunpowder,” below, for additional details.

Gunpowder
Firearms use 1 ounce of gunpowder per shot. Gunpowder is sold in small kegs (15-pound capacity, 20 pounds total weight) and in water-resistant powder horns (2-pound capacity and total weight). Sixteen ounces are in a pound. If gunpowder gets wet, it is ruined and does not burn.

Dwarven experimentation has revealed several improvements over common gunpowder. Refined gunpowder propels ammunition with greater velocity. It provides a +1 enhancement bonus on damage rolls.

Imbued gunpowder is an alchemical mixture that protects the gunpowder and enhances its explosive properties. Water does not ruin imbued gunpowder. A weapon that uses imbued gunpowder has its Malfunction Rating increased by +1, but grants a +1 enhancement bonus on attack and damage rolls and overcomes damage reduction as if it were a magic weapon.

The enhancement bonuses from refined and imbued gunpowder stack with those of the weapon (or the weapon’s ammunition) to which it is applied. This makes up a bit for the more expensive upkeep of these weapons. Rumors tell of magic gunpowder that provides even greater bonuses, but no inventor or spellcaster has yet come forth with such a discovery. See Table 9–2: Weapons and Table 9–3: Explosives and Gunpowder for available firearms and explosives.

Weapon Descriptions
2 inches in diameter. The balls are sold in sturdy leather sacks that hold 10 bullets.

is long and stick-like. Bayonets save riflemen the trouble of carrying a backup melee weapon. With the bayonet, the rifle (or other object) becomes a double weapon — clublike at one end and spearlike and/or axelike at the other. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon. Note also that unless you have the Pistol Whip feat you risk damaging your firearm when using it as a melee weapon.

can be attached to flintlock pistols and similar objects. The resulting weapon is not large enough to be used as a double-weapon.

to all creatures and objects in the area. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the cone can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex saves. A blunderbuss requires two hands to use. Reloading it is a full-round action that provokes attacks of opportunity.

A character may upgrade a blunderbuss’ damage and range, as normal for a technological device (see Chapter 11: Technological Devices.) In addition, a tinker may upgrade the DC for the Reflex save. The Reflex save counts as a capability, and the maximum DC is the blunderbuss’s TS x 5.

and bits of metal poured into a steel ball. About half the weight of a bomb is gunpowder, while the rest is casing, scrap metal and a fuse.

All bombs must be primed to explode; doing so requires a move action and a DC 12 Use Technological Device check before you throw, emplace or launch it. If the check is successful, the bomb explodes on impact. Failure can lead to a gunpowder explosion (see “Gunpowder,” above).

You can set a bomb to explode after a delay of 1 or more rounds. Each round of delay adds +1 to the DC of the Use Technological Device check to prime the bomb. Setting a delay requires adding fuse or laying a trail of gunpowder; in the latter case, it is only effective with bombs that are not thrown or moved. Priming a bomb with a delay requires a standard action instead of a move action.

bombs, though characters may throw them.

about 2 inches thick and 2 feet in diameter. It is designed to be placed at the base of a wall or other structure before the long fuse is lit.

by hand. It is a black ball half-a-foot in diameter with a short fuse.

bullets about half an inch in diameter. They are sold in pouches of 10 bullets each.

 (Image): This traditional orc weapon consists of blades that emulate a dire wolf’s 12-inch claws. The wielder grips the hilt in a fist and the blades extend from the back of his hand over his knuckles. Orc claws of attack are often attached to gauntlets or gloves decorated with dire wolf fur.

Orcs treat orc claws of attack as martial weapons.

inaccurate. It holds a single ball; reloading it is a standard action that provokes attacks of opportunity. You can shoot, but not load, a flintlock pistol with one hand at no penalty. You can shoot a flintlock pistol with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

Ironforge dwarves and goblins treat flintlock pistols as martial weapons.

paladins, Ironforge dwarves invented these massive, twohanded hammers. That paladins favor them is testament to their destructive power.

 (Image): This weapon includes a massive axe blade and wicked spike attached to a long staff. If you ready an action to set a tauren halberd against a charge, you deal double damage if you score a hit against a charging character.

Tauren treat tauren halberds as martial weapons.

hammer is a larger, heavier version of the warhammer.

A dwarven battle hammer is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven battle hammer two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.

An Ironforge dwarf treats a dwarven battle hammer as a martial weapon even when using it in one hand.

weapon is lighter than a warhammer and is perfectly balanced as a throwing weapon.

Ironforge dwarves treat dwarven tossing hammers as martial weapons.

Reloading it is a standard action that provokes attacks of opportunity.

Normally, operating a long rifle requires two hands. However, you can shoot, but not load, a long rifle with one hand at a –4 penalty on attack rolls. You can shoot a long rifl e with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

Ironforge dwarves and goblins treat long rifles as martial weapons.

 (Image): This odd weapon is a curved night elf blade that forms an almost complete circle about 2-1/2 feet in diameter.

Night elves treat moon swords as martial weapons.

 (Image): From its center extend three equidistant, dagger-like blades.

Night elves treat moonglaives as martial weapons.

to land near or on their targets. Mortars are treated like firearms in most respects, except that they require their own Exotic Weapon Proficiency feat and each shot uses 4 ounces of gunpowder. Firing a mortar is a standard action; reloading it is a full-round action that provokes attacks of opportunity. A mortar requires two hands to use.

Mortar attacks ignore all cover that does not protect the target from above. Targets with full cover have full concealment instead. A mortar cannot fire at targets within one range increment.

gunpowder and includes a small gunpowder charge that explodes on impact. A shell has hardness 0 and 2 hp.

of tiny lead pellets with each shot. Blunderbuss shot is sold 12 at a time, with each load individually wrapped in a muslin bag.

 (Image): If this massive weapon looks like an intricately carved tree trunk, that’s because it is. Tauren totems serve as items of cultural significance, works of art and weapons of brain-splattering power.

You must possess a Strength of 15 or greater to take the Exotic Weapon Proficiency (tauren totem) feat. Tauren treat tauren totems as martial weapons.

 (Image): A warblade is a finely balanced sword that widens and curves near the tip. You can use the Weapon Finesse feat to apply your Agility modifier instead of your Strength modifier to attack rolls with a warblade sized for you, even though it is not a light weapon for you. You cannot wield a warblade in two hands in order to apply 1-1/2 times your Strength bonus to damage.

 (Image): This night elf weapon is a crescent-shaped blade about 4 feet long with a hilt in the center of the back edge. Night elf demon hunters favor these weapons.

When a character proficient in their use wields a warglaive in each hand, the off-hand warglaive counts as a light weapon for the purposes of two-weapon fighting penalties.

A character can attach two warglaives together, forming a double weapon. Attaching or detaching a set of warglaives is a standard action that provokes attacks of opportunity.

Night elves treat warglaives as martial weapons.