New Weapon Abilities

Melee Weapons
Finesse (+3) You roll Agility instead of Strength when determining damage with this weapon. (Must be Light and one-handed, cannot have High Damage or Very High Damage)
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.
Fencing (+1) If your offhand is free, you gain a +1 bonus to Parry and Fighting rolls with this weapon. (Cannot be Heavy or two-handed, cannot have Very High Damage)
Defensive (+1) When you take a Total Defense action with this weapon, you gain a +1 bonus to your Parry.
Sundering (+1) You deal +2 damage against objects with this weapon.
Bashing (+1) When using a Bashing weapon to bash a target, you gain a +1 bonus to your Strength roll, and the damage you inflict from bash is upgraded to d8’s.
Lunging (-1) When attacking non-adjacent creatures with this weapon, you suffer a -1 penalty to Parry until the start of your next turn. (Must have Reach or Polearm)
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. (Must have Reach or Polearm)
Very Low Penetration (-2) Weapon has AP -4 (i.e., -4 damage vs. an armoured opponents) (cannot have Low Penetration)
Weak Offense (-3) You suffer a -1 penalty to Fighting rolls with this weapon (cannot have Cover).
No Strength (-4) You do not add your Strength die this weapon’s damage. (cannot have Finesse).
Unbalanced (-4) After each attack, this weapon becomes unreadied and you must spend an action and roll Strength to use it again. If you are not wielding this weapon with both hands, you suffer a -1 penalty to this roll. Unwieldy’s penalty also applies to this roll.
Throwing Weapons
Rapid Throw (+3) This ranged weapon has a RoF of 3 when thrown (must have No Strength and Stacked).
Boomerang (+0) This weapon flies back to you on a miss, and you may spend an action on your next turn to catch it (must be Light)
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 have Fragile).
No Strength (-4) You do not add your Strength to this weapon’s damage.
Special Ammunition

You may purchase special ammunition for your missile weapons. Each special ammunition only applies to a specific type of weapon (such as arrows for a bow, or bolts for a crossbow). When you choose to use special ammunition in place of normal ammunition, you add to the base missile weapon’s abilities with that of the special ammunition’s. Special ammunition is bought in stacks at a base price of 250 silver, and a stack of special ammunition does not count as a significant item.

When you use the special ammunition, roll 2d6. If neither die result is higher than the amount of ammunition you used in an attack, you have run out of ammunition in that stack. Special

Each special ammunition starts with two points of special abilities. Special ammunition cannot be exotic.

High Damage (+4) The missile weapon deals +1 damage.
Accurate (+3) You gain a +1 bonus to Shooting rolls when using this ammunition.
Very Cheap (+2) The stack of ammunition only costs 50 silver to buy.
Penetrating (+2) The missile weapon gains +1 AP.
Deadly (+2) The missile weapon deals +1 damage on a raise.
Long Range (+2) The missile weapon’s range increases by 50% (rounded up).
Cheap (+1) The stack of ammunition only costs 100 silver to buy.
Weak Penetration (-1) The missile weapon gains -4 AP.
Short Range (-1) The missile weapon’s range is halved (rounded down).
Low Damage (-1) The missile weapon deals -1 damage.
Heavy (-1) The stack of special ammunition counts as a significant item.
Blunt-Tipped (-1) The missile weapon does not deal extra damage on a raise. If the missile weapon already has No Raise Die, then it instead deals -1 damage.
Very Limited Ammo (-2) You only roll 1d6 when determining if you run out of a stack of this ammunition.
Inaccurate (-3) You suffer a -1 penalty to Shooting rolls when using this ammunition.

New Weapon Abilities

Savage Hexcrawl DM_Zackal