One-Handed Club Family
template:item.3
unique_game_id: d09050ce-5d27-52ff-9656-d11fecb0d3a9
name: One-Handed Club Family
images
None available.
summary: Individual combat uses the selected weapon variant's listed damage dice. Unit damage is the weapon's average individual damage divided by 3.5 and rounded to the nearest Hit Die.
cost:
virtual_fantasy_realms:Club:1 SPFlail:10 GPLight Hammer:2 GPMace:5 GPMorningstar:15 GPWar Pick:5 GPWarhammer:15 GPuniversal_value:Club:0.1Flail:10Light Hammer:2Mace:5Morningstar:15War Pick:5Warhammer:15
weight:
Club:2 lb.Flail:2 lb.Light Hammer:2 lb.Mace:4 lb.Morningstar:4 lb.War Pick:2 lb.Warhammer:5 lb.
actions
Applicable skill
- Cost: Not separately stated.
- Target / range: Not separately stated.
- Resolution: Combat → Melee → Bludgeons → One-Handed Clubs.
- Limits: See effects below.
Related trained actions
- Cost: Not separately stated.
- Target / range: Not separately stated.
- Resolution: Stunning Blow.
- Limits: See effects below.
effects
Individual combat uses the selected weapon variant's listed damage dice. Unit damage is the weapon's average individual damage divided by 3.5 and rounded to the nearest Hit Die.
Club
- Individual damage:
1d4. - Average damage:
2.5. - Unit damage:
1 Hit Die. - Damage type: Bludgeoning.
- Handling: Light.
Flail
- Individual damage:
1d8. - Average damage:
4.5. - Unit damage:
1 Hit Die. - Damage type: Bludgeoning.
Light Hammer
- Individual damage:
1d4. - Average damage:
2.5. - Unit damage:
1 Hit Die. - Damage type: Bludgeoning.
- Handling: Light, Thrown (20/60).
Mace
- Individual damage:
1d6. - Average damage:
3.5. - Unit damage:
1 Hit Die. - Damage type: Bludgeoning.
Morningstar
- Individual damage:
1d8. - Average damage:
4.5. - Unit damage:
1 Hit Die. - Damage type: Piercing.
War Pick
- Individual damage:
1d8. - Average damage:
4.5. - Unit damage:
1 Hit Die. - Damage type: Piercing.
- Handling: Versatile (1d10).
Warhammer
- Individual damage:
1d8. - Average damage:
4.5. - Unit damage:
1 Hit Die. - Damage type: Bludgeoning.
- Handling: Versatile (1d10).
Variants:
| Variant | Effect |
|---|---|
| Crowbar | 25% armor penetration |
| Crowbar (Bunker) | Its 2-tick strike rolls one 1d6 physical hit using the final contested-roll hit percentage. |
| Electric Baton Alpha | 25% armor penetration; 20% shock chance |
| Electric Baton Beta | 50% armor penetration; 20% shock chance |
| Electric Baton Gamma | 50% armor penetration; 25% shock chance |
| Knuckles | A 2-tick club strike rolls 1 independent hits; each hit deals 1d6. |
| Monkey Wrench | 25% armor penetration |
| Steel Pipe | 25% armor penetration |
| Tire Iron | 25% armor penetration |
description
Melee Weapon. No further physical description is recorded.