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Ver. 1.3.1

Spear


Medium Weapon

DurabilityLow
SpecialtySpear Two-Handed)
Thrown Weapons (Marksmanship; Athletics)

Spears are a class of medium melee and throwable weapon. A spear is defined by a long shaft (5 feet or longer) and a sharp pointed tip made of metal or stone. Spears can be used in a two-handed jabbing motion, or thrown with one hand.

Variations

Material Damage Die
(one-handed)
Damage Die
(two-handed)
Durability Weight Repair / Refinement Difficulty Value
Wooden Spear One-Handed: d4
Two-Handed: d6
0 0 5 200 CR
Rusty Iron Spear One-Handed: d4-1
Two-Handed: d6-1
3 2 6 500 CR
Stone-Tipped Spear One-Handed: d4
Two-Handed: d6
1 2 10 600 CR (Uncommon)
Rusty Spear One-Handed: d4-1
Two-Handed: d6-1
7 1 8 800 CR
Iron-Tipped Spear One-Handed: d4
Two-Handed: d6
7 2 10 1,700 CR
Steel-Tipped Spear One-Handed: d4
Two-Handed: d6
11 1 15 2,000 CR
Obsidian Spear One-Handed: d4+3
Two-Handed: d6+3
0 0 25 12,000 CR (Rare)

*A successful hit always deals a minimum of 1 damage, even if negative modifiers would reduce the damage roll result to 0 or less.

Actions & Attacks


Stab (Heavy)

You thrust your weapon forward into the target creating a small but deep wound, inflicting Piercing damage. Use a spear, longsword, greatsword, bayonet, staff, or improvised piercing heavy weapon.

Make a Stab (Two-Handed) check against the target's Passive Agility, or against the outcome of a Dodge or Block check if the target reacts.

Success: The target takes Piercing damage equal to your weapon's normal damage rating.
Critical Success: Critical Hit. The target takes twice the usual amount of damage. A critical hit on a Stab attack might cause the target to bleed.
Failure: You miss.

Throw (Accuracy)

You throw a item with the primary goal of hitting a target 4x4 feet or smaller. Make an Accurate Throw (Marksmanship) check to throw a small item up to a distance of your Strength score times 3 feet. To throw farther than this, or if the object has weight, then add your Strength modifier.

The difficulty is set by the GM based on the target's size, distance, the item's weight, and environmental circumstances.

Success: Your aim is true. Creatures near the area where the item lands may attempt to catch the item as a reaction, using the result of your Marksmanship check as the difficulty.
Critical Success: Critical Hit. If the thrown item would deal damage, it deals double that damage.
Failure: You miss, but you don't hit anything else.
Critical Failure: You hit something unintended, such as a teammate near the target, or you drop the item.

Throw (Distance)

You can throw items of zero (negligible) weight up to your Strength modifier times 3 feet. To throw something heavier or a longer distance, attempt a Long Throw (Athletics) check. If you are aiming for a target area smaller than 4x4 feet, add your Marksmanship modifier.

The difficulty is set by the GM based on the weight of the object and the distance of the throw.

Success: Your throw distance increases to the desired amount.
Failure: You come up slightly short (less than 10 feet.)
Critical Failure: You throw the item normally, and pull a muscle in your arm causing 1 Strength damage.