RULES > WEAPONS
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WEAPONS

ORGOTTEN Futures details some primitive melee weapons, however as the focus of the system is a significantly different genre (ie. Romantic Sci-Fi), I thought it best to enhance and elaborate the basic list to cover weapons from a quasi-medieval age. In addition there are a few comments about damage from magical attacks and breath weapons and also attacks from poisons and venoms.

MELEE WEAPONS

WEAPON
MULTIPLE TARGETS
EFFECT
DAMAGE
NOTES
A
B
C
NATURAL MELEE WEAPONS
FIST
NO [1]
BODY [2]
B
F
I/F+KO
KICK
NO [1]
BODY [2]
B
F
I
WRESTLING
NO
BODY [2]
B
F
I/KO
BITE (SMALL)
NO
BODY
B
F
I
Cat or Dog sized animal
BITE (LARGE)
NO
BODY +2
F
I
C
Large Sized
BITE (HUGE)
YES [3]
BODY +4
I
C
K
Giant or Dragon sized
CLAW (SMALL)
NO
BODY
B
F
I
Cat or Dog sized animal

CLAW (LARGE)

NO
BODY +2
F
I
C
Large Sized
CLAW (HUGE)
YES [3]
BODY +4
I
C
K
Huge or Dragon sized
HORN (SMALL)
NO
BODY
B
F
I
Cat or Dog sized animal

HORN (LARGE)

NO
BODY +2
F
I
C/K
Large Sized
HORN (HUGE)
NO
BODY +4
I
C
K
Huge or Dragon sized

NOTES:

[1] Martial Artists may perform one fist and one kick attack in a single round against 1 target, or against 2 targets close together (within 3 ft) at -2 Effect.
[2] Martial Artists may use either BODY or Martial Arts for the effect whichever is the higher.
[3] Huge creatures may attack apt 3 human sized creatures within 3 ft of each other as a single attack, damage is rolled and applied individual.

PRIMITIVE MELEE WEAPONS
CLUB
Max 2 [4]
BODY +1
B
F
I/F+KO

 

CLUB (GREAT)
Max 3 [4]
BODY +3
I
C
I+KO/K
Giant sized creatures only
SPEAR
NO
Melee
F
I
C/K
PIKE
NO
Melee -1
I
C
C/K
HALBERD
NO
Melee -1
F
I
C/K
AXE
NO
BODY +2
F
I
C/K
All 1 Handed Axes
2 HANDED AXE
Max 2 [4]
BODY +3
I
C
C/K
SWORD
Max 2 [4]
Melee +1
F
I
C/K
All 1 Handed Swords
2 HANDED SWORD
Max 2 [4]
Melee +3
I
C
C/K
DAGGER
NO
Melee +1
F
I
C/K
IMPROVISED STAB / SLASH
NO
Brawl
F
I
I/C
Broken Bottle, tent spike
IMPROVISED CRUSHING
NO
Brawl +1
B
F
I/F+KO
Chair, Table, Rock
WHIP
NO
M. Arts
B
B
F
Martial Artist skill required
MACE / MORNING STAR
NO
Melee +1
F
I
C/K
NUNCHUKS
Max 2 [4]
M. Arts
F
I
F+KO/C
Martial Artist skill required
STAFF
Max 3 [4]
Melee +2
F
I
F+KO/C

NOTES:

[4] Multiple attacks are only available to Martial artists, targets must be within aft and are at -2 effect.

MISSILE WEAPONS

WEAPON
MULTIPLE TARGETS
EFFECT
DAMAGE
RANGE
NOTES
A
B
C
HAND MISSILE WEAPONS
Catapult
NO
3
B
F
I/F+KO
10 - 15ft
 
Sling
NO
Melee + 1
B
F
I/F+KO
10 - 20ft
 
Spear
NO
Melee
F
I
C/K
10 - 20ft
Javelin
NO
Melee
F
I
C/K
20 - 30ft
 
Harpoon
NO
Melee +1
F
I
C/K
10 - 20ft
 
Axe
NO
Body +1
F
I
C/K
10 - 20ft
Dagger
NO
Melee
F
I
I
10 - 20ft
Shuriken
Max 3
M. Arts
B
F
F
10 - 20ft
Boomerang
NO
Marksman
B
F
I/KO
10 - 20ft
Thrown object
NO
Body
B
F
I/KO
10 - 20ft
Shortbow
NO [5]
Body
F
I
C/K
50 - 75ft
Longbow
NO [5]
Body +1
F
I
C/K
50 - 100ft
Hand Crossbow
NO
4
F
I
C/K
25 - 50ft
Crossbow
NO
7
F
I
C/K
50 - 100ft

NOTES:

[5] Maximum 2 targets if attacking with Martial Arts Skill.

HEAVY MISSILE / SIEGE WEAPONS [6]
Small Catapult
NO
10
I
C
K
200ft
As fitted to a galley
Large Catapult
NO
20
C
K
K
400ft
Siege engine sized [8]
Small Balista
NO
8
I
C
K
250ft
As fitted to a galley
Large Balista
NO
15
C
K
K
350ft
Siege engine sized [8]
Mangonel
Special [7]
7
I
C
K
200ft
Siege engine sized [8]

NOTES:

[6] Require skill soldier to use.
[7] The mangonel fires 20 normal sized crossbow bolts in a straight line, all creatures within 10ft radius of impact become targets.
[8] Land use only.

AREA EFFECT WEAPONS

WEAPON
DAMAGE
RADIUS
EFFECT
DAMAGE
NOTES
A
B
C
AREA EFFECT WEAPONS
Grenade
6ft
8
F
I
C/K
Oil flask sized
Mortar
12ft
10
I
C
K
Watermelon / cask sized [9]
Fire Bomb (Molotov Cocktail)
8ft
6
F
I
C
Oil flask sized
Boiling Oil
15ft
6
F
I
C
Large cauldron sized
Pirates Fire (Cask (Napalm))
10ft
7
I
C
K
Cask sized [9]
Pirates Fire (Barrel (Napalm))
20ft
8
I
C
K
Barrel sized [10]

NOTES:

[9] Alternative ammunition for a small catapults
[10] Alternative ammunition for Large Catapult.

MAGICAL ATTACKS

WEAPON
EFFECT
DAMAGE
NOTES
A
B
C
MAGICAL ATTACKS
Spell
1-3
B
F
I
 
Spell
4-6
F
I
C/K
 
Spell
10+
I
C
K
 

BREATH WEAPONS, GASSES AND GAZES

WEAPON
DAMAGE
RADIUS
EFFECT
DAMAGE
NOTES
A
B
C
BREATH WEAPONS, GASSES, GAZES
Fire
Cone 90ft x 15ft
8
F
I
C/K
As used by a Red Dragon
Ice
Cone 50ft x 10ft
6
F
I
C/K
As used by a Silver Dragon
Lightning
Bolt 100ft x 5ft
8
F
I
C/K
As used by a Blue Dragon
Acid
Cone 70ft x 5ft
6
F
I
C/K
As used by a Copper Dragon
Poisonous Gas [11]
Cloud 50ft x 20ft
4
S
S+I
S+C
As used by a Green Dragon
Paralysing Gas [11]
Cloud 50ft x 20ft
4
S
KO
P
As used by a Red Dragon
Sleep Gas [11]
30ft (120degree arc)
6
S
KO
K/O
As used by a Brass Dragon
Paralysing Gaze [11]
30ft (120degree arc)
6
S
KO
P
 
Petrifying Gaze
30ft (120degree arc)
6
I
C
K
As used by a Medusa or Cockatrice

NOTES:

[11] New wound states:

S = SLOWED (-3 to all rolls) Effects last for 1d6 Rounds.
P = PARALYSED (Target is conscious and can feel pain but cannot move) Effects last for 2d6 Rounds.

POISONS AND VENOMS

STRENGTH
POISON CLASS
DELIVERY METHOD
EFFECT
DAMAGE
ONSET
A
B
C
POISONS AND VENOMS
Deadly
A
Injected
9
I
C
K
1d2 Mins
B
Injested
7
I
C
K
1d4 Mins
C
Contact
5
I
C
K
2d8 Mins
Toxic
D
Injected
8
F
I
C
2d6 Mins
E
Injested
6
F
I
C
2d12 Mins
F
Contact
4
F
I
C
1d4 Hours
Mild
G
Injected
6
B
F
I/C
1d6 Hours
H
Injested
4
B
F
I/C
2d12 Hours
I
Contact
2
B
F
I/C
1d20 Hours
Paralytic [12]
J
Injected
8
S
KO
P
1d2 Mins
K
Injested
6
S
KO
P
2d4 Mins
L
Contact
4
S
KO
P
2d10 Mins
Necrotic
M
Injected
8
F
I
C/K
1d4 Hours
N
Injested
6
F
I
C/K
1d6 Hours
O
Contact
4
F
I
C/K
1d12 Hours

NOTES:

[12] New wound states:

S = SLOWED (-3 to all rolls) Effects last for 1d6 Rounds.
P = PARALYSED (Target is conscious and can feel pain but cannot move) Effects last for 2d6 Rounds.

 

RULES > WEAPONS
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