The Day After Judgement
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After the Great War, little was left in the wake of the nuclear assault. Caught in the midst, you seek to make a name for yourself in this...'new' world.
 
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 Beginner Weapons

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PostSubject: Beginner Weapons   Beginner Weapons Icon_minitimeThu Oct 31, 2013 5:24 am

This is all the weapons and modifications one will find at the start of their journey. One weapon with modification can be chosen upon creation and the rest can be found in uncommon searches or bought in stores.

Melee

One Handed:

Blunt-
Lead pipe: (6 Damage, x1.5 Crit), 15 caps
Aluminum Baseball Bat: (8 Damage, -3 Might Injury on Crit), 25 caps
Cudgel: (6 Damage, -3 Sight Injury on Crit), 25 caps
Edged-
Crude Machete: (6 Damage, x2 Crit, Bleed: 15 Might), 25 caps
-Whetstone: Increase Crit range to 11-12, 5 caps
Combat Knife: (4 Damage, x2.5 Crit, Bleed: 10 Might), 30 caps
Switch Blade:(2 Damage, x2.5 Crit, 11-12 Crit Range, +1 attack on crit), 20 caps
-Reinforced Spring: Increase Crit Damage by x.5, 10 caps

Two Handed:

Blunt-
Wooden Baseball Bat: (6 Damage, -3 Might Injury on Crit), 20 caps
-Nailed Glazing: +2 Damage, Bleed: 12 Might, 20 caps
Shovel: (5 Damage, x1.5 Crit, Digging Search Check), 30 caps
Sledgehammer: (8 Damage, -3 Agility Injury on Crit), 50 caps
Edged-
Crude Greatsword: (8 Damage, x2 Crit, Bleed: 18 Might), 40 caps
-Large Whetstone: Increase the crit range to 11-12, 10 caps

Range

One Handed:

Handgun, Pistol-
.9mm Pistol: (4 Damage, x2 Crit, 15 ammo), 40 caps
-Twin Set: Allows two weapons to be fired at once or at two targets, 40 caps
-.9mm Ammo (10): Ammo for a .9mm Weapon, 10 caps
Handgun, Revolver-
.357 Revolver: (6 Damage, x2 Crit, 6 ammo, CQC), 50 caps
-Twin Set: Allows two weapons to be fired at once or at two targets, 50 caps
-.357mm Ammo (6): Ammo for a .357mm Weapon, 15 caps
Automatic-
.9mm Sub-Machine Gun: (8 Damage, x2 Crit, 20 ammo, 4-round burst, CQC), 65 caps
-Twin Set: Allows two weapons to be fired at once or at two targets, 65 caps
-.9mm Ammo (10): Ammo for a .9mm Weapon, 10 caps
Shotgun-
Sawn-off: (5 Damage, x3 crit, 2 ammo/1 shot, CQC only), 45 caps
-12g Buck (6): Ammo for a 12g buckshot weapon, 20 caps

Two Handed:

Shotgun-
Single: (5 Damage, x2.5 Crit, 1 ammo, CQC, Stun: 13), 40 caps
-20g Buck (6): Ammo for 20g buckshot weapon, 15
Caravan: (3 Damage, x3 Crit, 2 ammo, CQC, Stun : 13), 40 caps
-20g Buck (6): Ammo for a 20g bucksot weapon, 15 caps
Auto-Rifles-
None
High Caliber Rifle-
Varmint Rifle: (8 Damage, x2 Crit, 5 ammo), 50 caps
-Extended Mag: Increases the ammo count by +5, 25 caps
-High Power Scope: Allows preemptive attacks with successful Sight checks, 30, caps
-5.56mm Ammo (5): Ammo for a 5.56mm weapon, 20 caps
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