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Equipment · Weapon

Heavy Blade (Two-Handed)

Overpower: When you land a critical hit with a Heavy Blade, you deal an additional 1d4 damage if it was a light attack or precise attack and an additional 1d12 damage if it was a heavy attack. This extra damage is not automatically maximized from rolling a critical hit, but you keep the extra damage even if the target blocked the critical hit.

Mods

  • A mods:
    • Overwhelming Edge (20 points): You cannot be disarmed or parried.
    • Wide Blade (35 points): When you are wielding this in two hands and don’t make an attack with this weapon on your turn you can grant yourself or an adjacent ally low cover against ranged attacks for 0 RP until the start of your next turn. Can only use this once per round.
  • B mods:
    • Quakemaker (25 points): Critical hits render the target prone regardless of if they hit or not.
    • Gutsy Blade (50 points): The crit threshold of this weapon is lowered by 5, but you no longer maximize damage dice or gain full pierce on a crit.
    • Executioner's Blade (50 points): Heavy basic attacks strike an adjacent target in range with a light attack. Once per round.
    • Unreasonable Mass (80 points): Heavy attacks gain 1 additional dice in damage (5d6->6d6) but suffer -1 accuracy on all attacks.
Name
Heavy Blade (Two-Handed)
Type
Equipment
Sub Type
Weapon
Activation Cost
-
Cost
1000 Clim
Burden
2
Crafting Points
30
Crafting Type
Blacksmithing
Heavy Blade (Two-Handed)