Improvised Weapons

Heroes often fight with objects that aren’t intended for use as weapons. Torches, vases, chairs, tankards, bottles, tools, and other mundane items are frequently pressed into service in combat.   Characters with improvised weapons count as armed but subtract 2 from attack rolls. Range, damage and Minimum Strength are determined by type:  

LIGHT:

Metal beer stein, fist-sized rock, pistol (as a club). Range 3/6/12, Damage Str+d4, Min Str d4.  

MEDIUM:

Bowling ball, submachine gun (as a club), wooden chair. Range 2/4/8, Damage Str+d6, Min. Str d6.  

HEAVY:

Head-size rock, metal chair, duffel bag full of guns. Range 1/2/4, Damage Str+d8, Min. Str d8.   The GM can adjust the damage down a level or two if the item is softer than the examples above, like a duffel bag full of money.

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