Concealed. This weapon is not initially obvious and may be easily hidden or disguised as something else. While stowed, you have advantage on Stealth (Dexterity) rolls made to conceal this weapon.
Disarming. You have advantage on rolls made to disarm an opponent. When an enemy attacks with a one-handed weapon and misses, you may attempt to attempt to disarm them for 2 Action Points.
Grappling. An attack made with this weapon against an enemy within the weapon’s reach may be instead made as a grapple, dealing no damage. The grapple is made with the initial weapon attack but is maintained with a combat maneuver as normal.
Keen. Weapons with this property decrease the critical hit range by 1.
Mounted. This weapon is normally used while attached to a tripod, vehicle, or other bracing mount. While it is mounted, it can’t be moved. You can mount or unmount this weapon for 5 Action Points. It can only be used to make an attack while unmounted if held by a Medium or larger creature in two hands with a Strength of at least 3. You move at half your movement while holding this weapon.
Siege. This weapon takes 10 Action Points to reload per 2 dice of damage. You can cut the reload time in half per person helping to a minimum of 5 Action Points. Siege weapons deal double damage to objects and structures. Siege weapons do not add your Strength to the damage roll.
Bolas. A creature that has been grappled by a bola can be freed by dealing 5 slashing or fire damage to the bolas, destroying the bolas. When you throw a bola, it costs twice the Action Points.
Canesword. While sheathed, this weapon is indistinguishable from a normal cane. You can sheath or unsheathe the sword costing 1 Action Point. The sword does 1d6 piercing damage while the sheath does 1d4 bludgeoning damage, both gain the light property.
Catchpole. A catchpole doesn’t do damage but can be used to restrain a creature. If you pin your target, you also force it to the ground and it has the Prone status. Using a second catchpole, another creature can attempt to pin your target without having to force it to the ground.
Kusarigama. You can treat this weapon as if you are dual-wielding, dealing bludgeoning damage with the offhand.
Repeating Crossbow. Because you do not have to manually load each bolt, you reduce the loading Action Point cost by 1.
War Fan. When the fan is open, it loses the thrown property and instead can parry ranged attacks.
Arbalest The arbalest is normally mounted on a pole with an attendant to help reload it. It is more metal than wood increasing its range and strength.
Bolas Bolas are two to three stones lashed together and tied to a long rope. When the bolas hit the target the stones wrap around the target, tying them up. Many hunters use this weapon to immobilize their prey.
Canesword This simple-looking cane hides a slender blade inside. Outwardly, it looks like a simple gentleman’s cane but can be unsheathed and used as a weapon with a quick twist of the handle.
Catchpole This weapon, sometimes called a mancatcher, is designed to restrain rather than damage. It has a “U” shaped end that can fit around an opponent’s neck, arms, or legs.
Crossbow, Arm An arm crossbow attempts to take the function of the crossbow and make it usable without taking up the hands. The bow of the weapon can be folded up when not in use.
Crossbow, Repeating This crossbow has a hopper with a five bolt capacity. The draw weight for the crossbow is lower than normal to allow the weapon to rearm more quickly.
Crossbow, Wrist This weapon is designed not to be seen. The bow springs into place and fires a pre-loaded bolt. Reloading the weapon takes more time than normal.
Crossbow, Heavy This crossbow is larger than the standard crossbow made with metal and wood equally. Its size makes it difficult to use for smaller creatures.
Greatbow The greatbow is at least 6 feet long and made with reinforced wood that is both sturdy and flexible. Its size makes it hard to use.
Jitte This weapon is a rounded piece of iron with a blunted hook at the base. The hook allows it to catch and disarm opponents effectively.
Katana This single-edge weapon is designed to be used with one or two hands easily. The curve and single edge allow a sharper cutting edge than a traditional straight-edged blade.
Kukri This weapon’s inward curve allows it to deliver more damage at the tip.
Kusarigama This is a farming sickle, known as a kama, attached to a length of chain with a weight at the end. It has all the benefits of a whip and can still be used to deal lethal damage at close range.
Main Gauche The main gauche has an extra-long guard designed to catch and disarm opponents. It is often used in duels.
Nunchaku This is a weapon made from farming tools. It is two lengths of wood connected by a cord or chain.
Pick The pick is just a sharpened length of metal. It has no edge, but the simple design makes it easy to conceal.
Sai This short weapon has three sharp prongs attached to a handle. The weapon can deliver deadly blows while the prongs allow it to catch weapons and disarm them with ease.
Shuriken This throwing weapon is a flat piece of metal with four to five sharp edges that cut when it hits.
Tonfa This is a length of wood with handles that stick out the sides of the length of the wood. This allows the weapon to protect the arms when used, giving both offense and defense in the same weapon.
War Fan This innocent-looking weapon can be deadly in the right hands. When opened, it can effectively block not just weapons, but arrows as well.
Arrowheads and Shafts
These can be used with either bows or crossbows.
Standard. Usually a diamond or leaf shape, these arrowheads are reliable and easy to use. They deal piercing damage.
Bodkin. These arrowheads have very narrow metal tips instead of a standard leaf-shaped head. Because of the small point of impact, the bodkin can penetrate better through most armor. This arrowhead does piercing damage and ignores up to 3 armor of the target. Because of the shape of the arrowhead, the long range of these weapons is reduced by half.
Hollow Tip. These arrows are often made with thin materials such as bamboo. The center can be filled with a liquid poison, or left empty to leave a larger bleeding wound. These arrowheads deal piercing damage and effectively hold poisons in them. Left empty, the health damage from a crital hit continues until treated. Because of the shape of the arrowhead, the long range of these weapons is reduced by half.
Flight Shaft. Flight shafts have thin shafts and light fletching. Flight shafts increase normal and long range by 40 ft.; however, the damage of the arrows is made at disadvantage. They deal piercing damage.
Arrows
These arrows have designs or arrowheads too large to be used in a crossbow.
Hammerhead. The arrows are specially designed to deal non-lethal bludgeoning damage to its target. These arrows do one size die less damage dice (1d8 -> 1d6 -> 1d4). If a creature falls to 0 health from one of these arrows it does not roll for death saving throws and is instead Unconscious.
Whistling. Used primarily for signaling during a battle or as a warning by a sentry, whistling arrows are occasionally used to deliver a warning or on arrows that carry a note, making the arrow easier to find once fired. Whistling arrows create a very high-pitched sound when fired that is easily heard by anyone within 50 feet of the flight path of the arrow. Anyone within 300 feet of the flight of the arrow will hear it with a target 10 Awareness (Acuity) – Perception roll. Whistling arrows deal bludgeoning damage at half the amount it normally would, due to the lighter weight. The head of the arrow has grooves that create the distinctive whistling sound reducing the long range of these arrows by half.
Broadhead. Broadhead arrows have 3 to 4 blades that come to a central point. The heavier heads are designed for dealing massive damage and not for range. Broadhead arrows deal one size larger damage dice than the arrow normally deals (1d6 -> 1d8 -> 1d10). Due to the weight, these arrows reduce the weapon’s short and long range by half.
Forked Arrow. Also known as rope-cutters or frog-crotch arrows. They are used for decapitating small game birds and in warfare by some cultures as an arrow that deals massive damage against lightly armored targets. The arrow deals slashing damage and decreases the critical range by 1.
Swallow Tail. These arrows have a large head with sweeping barbs or hooks along the curve of the blade of the arrowhead. Because of the shape, these weapons are difficult to remove and cause as much damage to remove as they do going in. They deal piercing damage and any damage done to health is doubled. Due to the weight, these arrows reduce the weapon’s short and long range by half.
Alchemist Arrow. These arrows have a cage with a spike to hold a flask, vial, or small clay pot that breaks on impact releasing the material within, no extra attack roll is needed for the material within. Due to the odd shape of the arrowhead, these only deal 1d4 piercing damage and reduce the weapon’s short and long range by half.
Materials that can be placed inside include:
Acid vials
Alchemist’s fire
Flashbang
Noxious pouch
Holy Water
Water