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

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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.


Table 9-2: Weapons[edit]

Martial Weapons Cost MR Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
One-Handed Melee Weapons
Bayonet, miniature 8 gp 1d3 1d4 ×2 1 lb. Piercing or slashing
Warblade 20 gp 1d6 1d8 ×2 3 lb. Slashing
Two-Handed Melee Weapons
Bayonet 15 gp 1d6 1d8 ×3 2 lb. Piercing
Greathammer 40 gp 1d10 2d6 ×3 14 lb. Bludgeoning
Exotic Weapons Cost MR Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons
Claws of attack, orc 25 gp 1d4 1d6 18-20/×2 2 lb. Slashing
Moonglaive 20 gp 1d4 1d6 ×2 1 lb. Piercing
One-Handed Melee Weapons
Hammer, dwarven battle 30 gp 1d8 1d10 ×3 9 lb. Bludgeoning
Hammer, dwarven tossing 15 gp 1d4 1d6 ×3 4 lb. Bludgeoning
Moon sword 100 gp 1d6 2d4 18–20/×2 4 lb. Slashing
Warglaive 125 gp 1d6 2d4 ×3 3 lb. Slashing
Two-Handed Melee Weapons
Halberd, tauren 50 gp 1d8 2d6 ×3 25 lb. Piercing or slashing
Totem, tauren 20 gp 1d10 2d8 ×2 50 lb. Bludgeoning
Ranged Weapons
Blunderbus (no feat needed) 250 gp 1 Special Special Special 10 lb. Piercing
Shot, Bluderbus (12) 10 gp 3 lb.
Flintlock pistol 400 gp 1 2d6 3d6 ×3 20 ft. 5 lb. Piercing
Balls, pistol (10) 5 gp 3 lb.
Long rifle 700 gp 1 2d6 3d6 ×3 200 ft. 20 lb. Piercing
Bullets, rifle (10) 6 gp 3 lb.
Mortar3 75 gp 1 Special Special ×2 40 ft. 20 lb. Special
  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.

Table 9-3: Explosives and Gunpowder[edit]

Weapon Cost MR Damage Blast Radius Range Increment Weight Type
Bomb, catapult4 150 gp 1 8d6 15 ft. 5 ft. 10 lb. Fire
Bomb, emplaced4 80 gp 1 4d6 5 ft. 5 lb. Fire
Bomb, grenade4 40 gp 1 2d6 10 ft. 10 ft. 1 lb. Fire
Gunpowder, 2-pound horn 35 gp 1 2 lb.
Gunpowder, 15-pound keg 250 gp 1 20 lb.
Gunpowder, imbued, 2-pound horn 1,300 gp 2 2 lb.
Gunpowder, refined, 2-pound horn 100 gp 1 2 lb.
Gunpowder, refined, 15-pound keg 1,400 gp 1 20 lb.
Shell, mortar 25 gp 1 3d6 5 ft. 1 lb. Fire
  1. These explosives require no proficiency to use (although a skill check may be required).

Firearms[edit]

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[edit]

Fire in the Hole!
Gunpowder has MR 1; imbued gunpowder has MR 2. On a malfunction, the gunpowder uncontrollably detonates. One pound of gunpowder deals 2d6 points of fire damage to all characters within 5 feet (a DC 18 Reflex save halves the damage). Loads of gunpowder all piled together deal more damage and affect a larger radius; for each additional pound of gunpowder, the explosion deals an additional 2d6 points of fire damage and the radius increases by 5 feet.

Imbued gunpowder deals twice as much damage as normal gunpowder.

Take Cover!

If a character rolls a natural 1 on a saving throw against a fire effect (such as burning hands or a gunpowder explosion), in addition to any other negative effects, all the gunpowder he is carrying immediately detonates. See the “Fire in the Hole!” sidebar for details.

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[edit]

Ball, Pistol: A flintlock pistol uses soft lead balls about 2 inches in diameter. The balls are sold in sturdy leather sacks that hold 10 bullets.

Bayonet: This pointed and/or axelike blade can be attached to a long rifle, blunderbuss or anything else that 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.

Bayonet, Miniature: This small cousin of the bayonet can be attached to flintlock pistols and similar objects. The resulting weapon is not large enough to be used as a double-weapon.

Blunderbuss: This firearm shoots a 20-foot cone of lead pellets that deals 3d6 points of piercing damage 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.

Bomb: Bombs are simple weapons made of gunpowder 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.

Bomb, Catapult: Catapults usually launch these large bombs, though characters may throw them.

Bomb, Emplaced: This bomb resembles a thick plate, 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.

Bomb, Grenade: This small bomb is usually thrown by hand. It is a black ball half-a-foot in diameter with a short fuse.

Bullets, Rifle: A long rifle uses carefully shaped lead bullets about half an inch in diameter. They are sold in pouches of 10 bullets each.

Claws of Attack, Orc (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.

Flintlock Pistol: A flintlock pistol is powerful but 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.

Greathammer: Though often associated with human paladins, Ironforge dwarves invented these massive, twohanded hammers. That paladins favor them is testament to their destructive power.

Halberd, Tauren (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, Dwarven Battle: The dwarven battle 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.

Hammer, Dwarven Tossing: This ancient dwarven weapon is lighter than a warhammer and is perfectly balanced as a throwing weapon.

Ironforge dwarves treat dwarven tossing hammers as martial weapons.

Long Rifle: The king of personal firearms, a long rifle is nearly as long as a dwarf is tall. 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.

Moon Sword (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.

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

Night elves treat moonglaives as martial weapons.

Mortar: Mortars launch explosive shells in high arcs 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.

Shell, Mortar: A mortar shell is a metal case fi led with gunpowder and includes a small gunpowder charge that explodes on impact. A shell has hardness 0 and 2 hp.

Shot, Blunderbuss: A blunderbuss fires a quarter pound of tiny lead pellets with each shot. Blunderbuss shot is sold 12 at a time, with each load individually wrapped in a muslin bag.

Totem, Tauren (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.

Warblade (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.

Warglaive (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.