Exotic Weapons

Shurikens
Extreme Range (+4) This is now a ranged weapon with a base range of 6/12/24.
Rapid Throw (+3) This ranged weapon has a RoF of 3 when thrown.
Concealable (+1) +2 Agility to draw, opponents suffer -2 Notice to spot the weapon.
Cheap(+1) This weapon costs 100 silver.
Light (+1) No longer counts as a significant item for encumbrance.
Stacked (-1) You purchase this weapon in stacks, and its primary purpose is to be thrown. When used in melee, this weapon deals -1 damage. When thrown, you must roll 2d6. If neither die exceeds the number of weapons you threw, you have run out of weapons from this stack (must be a ranged, cannot be Fragile).
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Shurikens).
No Strength (-4) You cannot add your Strength to this weapon’s damage, and this weapon no longer has a strength requirements.
Katana
High Penetration (+2) Weapon has AP 2 (doesn’t stack with other AP).
Tough (+1) Toughness 12, also has three wound levels the same as a Wild Card
High Raise Die (+1) Roll 1d8 damage on a raise
Bastard (+1) Considered one-handed, but deals 1d8 damage if used two-handed.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Katana).
Nodachi
High Penetration (+2) Weapon has AP 2 (doesn’t stack with other AP).
Tough (+1) Toughness 12, also has three wound levels the same as a Wild Card
High Raise Die (+1) Roll 1d8 damage on a raise
Two-Handed: Damage (+1) This weapon requires two hands to use, but deals 1d10 damage.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Katana).
Naginata
Strong Offense (+3) +1 bonus to Fighting rolls with this weapon
High Penetration (+2) Weapon has AP 2 (doesn’t stack with other AP).
High Damage (+2) This weapon deals 1d8 damage.
High Raise Die (+1) Roll 1d8 damage on a raise
Polearm (+1) This weapon requires two hands to use, it has +1" melee reach.
Carried (-2) Must be carried.
Grip (-2) When wielding this weapon, you must choose to either wield it in a long grip or a short grip. While wielding it in a long grip, you cannot attack adjacent enemies. While wielding it in a short grip, you do not gain a bonus to reach. Changing your grip is an action.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Naginata).
Wakazashi
Strong Offense (+3) +1 to Fighting rolls with weapon.
Very High Raise Die (+2) Roll 1d10 damage on a raise
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Wakazashi).
Tiger Claws
Strong Defense (+3) +1 to Parry when wielding the weapon.
Cover (+2) Provides light cover vs. ranged attacks.
Disarming (+1) You gain a +1 bonus to disarming attacks made with this weapon. When you make a successful disarming attack, you may fling the disarmed object 1" in any direction.
Unwieldy (-1) -2 to conceal, and requires Agility to draw.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Tiger Claws).
Kusarigama
Strong Offense (+3) +1 bonus to Fighting rolls with this weapon
Tripping (+2) You may roll your Agility die in place of your Wild Die when using this weapon to trip others.
Disarming (+1) You gain a +1 bonus to disarming attacks made with this weapon. When you make a successful disarming attack, you may fling the disarmed object 1" in any direction.
High Raise Die (+1) Roll 1d8 damage on a raise
Dangerous (-2) Hit self on snake eyes.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Kusarigama).
Tessen
Strong Defense (+3) You gain a +1 bonus to Parry while wielding this weapon.
Cover (+2) The tessen provides light cover against ranged attacks.
Short Range (+1) The Tessen’s range is 3/6/12
Concealable (+1) +2 Agility to draw, opponents suffer -2 Notice to spot the weapon.
Light (+1) Does not count as a significant item.
Fragile (-1) Toughness 8, automatically breaks when you roll snake eyes.
Dangerous (-2) Hit self on snake eyes.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Tessen).
Yumi
Ammo(+4) The Yumi is a missile weapon that inflicts 2d6 damage.
Extreme Range (+4) The Yumi’s range is 6/12/24
Very High Raise Die (+2) Roll 1d10 damage on a raise
Two-Handed (+1) Requires both hands. Range increased to 18/36/72.
Carried (-2) Must always be carried.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Yumi).
Non-Melee (-4) Treated as improvised weapon in melee.
Assassin’s Dagger
Finesse (+3) You roll Agility instead of Strength when determining damage with this weapon.
Very High Raise Die (+2) Roll 1d10 damage on a raise
Concealable (+1) +2 Agility to draw, opponents suffer -2 Notice to spot the weapon.
Light (+1) This weapon does not count as a significant item
Dangerous (-2) Hit self on snake eyes.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Assassin’s Dagger).
Siege Crossbow
Very High Powered (+4) The siege crossbow inflicts 2d8 damage.
Ammo (+4) The siege crossbow is a missile weapon.
Extreme Range (+4) The siege crossbow’s range is 6/12/24
High Penetration (+2) Weapon has AP 2 (doesn’t stack with other AP).
Two-Handed (+1) Requires both hands. Range increased to 18/36/72.
Heavy (-1) Counts as two significant items.
Carried (-2) Must always be carried.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Arbalest).
Slow Reload (-3) Requires an action to reload after each attack.
Non-Melee (-4) Treated as improvised weapon in melee.
Arbalest
Ammo (+4) The Arbalest is a missile weapon.
Long Range (+3) The arbalest’s range is 5/10/20
High Powered (+2) The Arbalest inflicts 2d6+1 damage.
High Penetration (+2) Weapon has AP 2 (doesn’t stack with other AP).
Two-Handed (+1) Requires both hands. Range increased to 15/30/60.
Heavy (-1) Counts as two significant items.
Unwieldy (-1) -2 to conceal, and requires Agility to draw.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Arbalest).
Slow Reload (-3) Requires an action to reload after each attack.
Non-Melee (-4) Treated as improvised weapon in melee.
Gastraphetes
Ammo (+4) The grastraphetes is a missile weapon that inflicts 2d6 damage.
Long Range (+3) The gastraphetes’ range is 5/10/20
High Penetration (+2) Weapon has AP 2 (doesn’t stack with other AP).
Two-Handed (+1) Requires both hands. Range increased to 15/30/60.
Heavy (-1) Counts as two significant items.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Arbalest).
Non-Melee (-4) Treated as improvised weapon in melee.
Throwing Needle
Finesse (+3) You roll Agility instead of Strength when determining damage with this weapon.
Long Range (+3) This weapon has a range of 5/10/20
Extreme Raise Die (+3) Roll 1d12 damage on a raise
Cheap (+1) This weapon costs 100 silver to purchase
Concealable (+1) +2 Agility to draw, opponents suffer -2 Notice to spot the weapon.
Light (+1) This weapon does not count as a significant item
Stacked (-1) You purchase this weapon in stacks, and its primary purpose is to be thrown. When used in melee, this weapon deals -1 damage. When thrown, you must roll 2d6. If neither die exceeds the number of weapons you threw, you have run out of weapons from this stack.
Very Low Penetration (-2) Weapon has AP -4 (i.e., -4 damage vs. an armoured opponents)
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Throwing Needle).
Non-Melee (-4) Treat as an improvised weapon in melee.
Epee
Finesse (+3) You roll Agility instead of Strength when determining damage with this weapon
Fencing (+1) If your offhand is free, you gain a +1 bonus to Parry and Fighting rolls with this weapon
Light (+1) This weapon does not count as a significant item
Disarming (+1) You gain a +1 bonus to disarming attacks made with this weapon. When you make a successful disarming attack, you may fling the disarmed object 1" in any direction.
Defensive (+1) When you take a Total Defense action with this weapon, you gain a +1 bonus to your Parry.
Fragile (-1) Toughness 8, breaks on snake eyes.
Low Penetration (-1) Has -1 AP.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (epee).
Saber
Strong Offense (+3) +1 bonus to Fighting rolls with this weapon
Very High Raise Die (+2) Roll 1d10 damage on a raise
Fencing (+1) If your offhand is free, you gain a +1 bonus to Parry and Fighting rolls with this weapon.
Fragile (-1) Toughness 8, breaks on snake eyes.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Foil).
Foil
Finesse (+3) You roll Agility instead of Strength when determining damage with this weapon
Strong Defense (+3) +1 bonus to Parry with this weapon
Very High Raise Die (+2) Roll 1d10 damage on a raise
Fencing (+1) If your offhand is free, you gain a +1 bonus to Parry and Fighting rolls with this weapon
Light (+1) This weapon does not count as a significant item
Defensive (+1) When you take a Total Defense action with this weapon, you gain a +1 bonus to your Parry.
Very Low Penetration (-2) Has -4 AP.
Very Fragile (-2) Toughness 5, breaks on a Fighting roll of 1.
Low Damage (-2) This weapon’s damage die is a d4.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Foil).
Fencing Rapier
Very High Raise Die (+2) Roll 1d10 damage on a raise
Reach (+2) This weapon has +1" melee reach.
Fencing (+1) If your offhand is free, you gain a +1 bonus to Parry and Fighting rolls with this weapon.
Disarming (+1) You gain a +1 bonus to disarming attacks made with this weapon. When you make a successful disarming attack, you may fling the disarmed object 1" in any direction.
Fragile (-1) Toughness 8, breaks on snake eyes.
Lunging (-1) When attacking non-adjacent creatures with this weapon, you suffer a -1 penalty to Parry until the start of your next turn.
Exotic (-3) -1 attack and Parry, unless you have Exotic Weapon Training (Foil).

Exotic Weapons

Savage Hexcrawl DM_Zackal