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Improvised Weapons 'LINK'



Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and halfling sling staves). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.




Improvised Weapons



Type: Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some monsters may be resistant or immune to attacks from certain types of weapons. Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; all damage caused is of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon. In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.


Fragile: Weapons and armor with the fragile quality cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description. If a weapon gains the broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the weapon the broken condition (like quick clear in the case of firearm misfires or the Field Repair feat) or by the repair methods described in the broken condition. When an effect that grants the broken condition is removed, the weapon regains the hit points it lost when the broken condition was applied. Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition. Source: PRG:UC.


No. It means that they can use this weapon while using flurry of blows. It does not mean that it is added to the list of weapons that a monk is proficient with, unless the weapon description says otherwise.


Almost every culture features warriors who fight for sport and entertainment. While only the most decadent or evil cultures enjoy all-out blood sports in which the combatants fight to the death for the pleasure of the crowd, even the most benign societies enjoy the spectacle of armed conflict. These conflicts often require specialized weapons and training to get the most out of such performance combat.


Performance is a weapon quality that grants bonuses when using the weapon in performance combat. Performance weapons tend to be the preferred weapons of warriors who fight in the arena or some other forum where showmanship is just as important as scoring a debilitating blow or deadly hit, and these weapons are often well known to the spectators of such events.


Fighter Weapon Group: You must choose the fighter weapon group (or groups) to which your weapon belongs. When determining this, pick the fighter weapon group with the most weapons that have similar statistics (in the case of ranged weapons, the group with the most weapons that are reloaded in the same manner). Some fighter weapon groups grant weapons additional abilities, as noted below.


Hands: For melee weapons, you must choose whether your weapon is light, one-handed, or two-handed. For ranged weapons, you must choose how many hands it takes to attack with your weapon and (for projectile ranged weapons and slings) how many hands are required to load it. The base number of Design Points of one-handed and ranged weapons increases by 2, and the base number of Design Points of two-handed weapons increases by 3.


Concealed (1 DP): The weapon is easy to hide, granting the wielder a +2 bonus on Sleight of Hand checks to conceal it. Only light and one-handed melee weapons and ranged weapons that need one hand to fire can have this quality.


Traditional (1 DP): Select one race with the weapon familiarity racial trait (such as elves or orcs). Members of that race with the weapon familiarity racial trait treat the weapon as a martial weapon. This quality can be applied only to exotic weapons.


Weapon Feature (Varies): Choose one of the following weapon special features for the weapon: blocking, brace, deadly, disarm, distracting, grapple, monk, nonlethal, performance, reach, or trip. This quality can be selected twice for martial weapons and three times for exotic weapons. It costs 1 DP the first time it is selected, 3 DP the second time, and 4 DP the third time.


Today, weaponry has evolved considerably beyond the humble spear. In fact, many of us own firearms that are more powerful, durable, and compact than our ancestors could have possibly dreamed. Still, it's easy to become overly reliant on our modern technology, and we rarely consider what might happen if these high-tech weapons malfunction. Or, worse yet, if we found ourselves in a life-and-death situation completely empty handed.


Stuck between a rock and a hard place, with all manner of predators (either the two-legged and four-legged variety)? The first step is to take in your surroundings and note what objects are available. Then consider whether those items can be crafted into three classes of improvised weapons: blunt-force, piercing, and projectile. Each category has its advantages and disadvantages:


Piercing Weapons: These are much more versatile for survival situations, but also more difficult to create. These weapons are designed to slash or stab, and include shivs, spears, pikes, knives, and swords. If you're in an urban setting, you'll be likely to find any manner of cutlery, scissors, or even a letter opener to use or modify into a spear. In the wilderness, a simple sharpened stick of any length is a tried-and-true implement of defense.


These tools have better range, but are the most risky to use. Once you've used your weapon, you're left defenseless while you reload, draw another weapon, or make your escape. However, with proper training, these weapons can be deadly. Included in this category are slings, bows, javelins, throwing knives, and bolas.


Keep in mind that any of these categories may be combined for added effectiveness. For example, a shovel, pickaxe, or hatchet would serve as an excellent hybrid of blunt-force and piercing. A tomahawk can be used for hacking and slashing, or thrown for added range. The more weapons you make, the more options you have. The possibilities are as limitless as your ingenuity.


Many other weapons can be constructed quickly without complex tools. A spear can be formed by working the tip of a branch against a rock, or using a small knife if you happen to have one. If you've got a larger fixed-blade knife, just lash it to the end of a pole for added range. Even if you're not in a wooded area, palm fronds or yucca stalks can be used in place of branches.


It may still seem unlikely that an improvised weapon would ever be used in modern combat, and we certainly hope that's the case. However, it can and does happen in desperate situations. That's why law enforcement groups worldwide study and document improvised weaponry. Criminals on the run sometimes resort to these tactics, and the fact that armed police officers take these weapons seriously shows their effectiveness.


Just as with any other type of weapon, the element of surprise can yield a major tactical advantage. If you feel threatened enough to use your improvised weapon, and can get the jump on your attacker, do so when possible. The last thing you want is to end up facing an armed aggressor head-on, or to end up outnumbered. Another factor to keep in mind is having a backup plan.


Learning about ancient weaponry is crucial to creating effective implements of your own. Thousands of years of trial and error went into the designs of many so-called primitive weapons, and it would be foolish to disregard this knowledge.


When you're caged almost 24/7 for years on end, you have lots of time to ponder both your existence and your death. Therefore, prisoners often get quite creative when it comes to fashioning weapons. Here are three surprising types:


The user, either innately or through training, is a master of wielding improvised weapons, allowing them to make do in situations that require self-defense or if the user is otherwise unarmed. Effectively, in the user's hands, anything can be a weapon.


Improvised and craft-produced firearms remain an important source of firepower for a wide range of actors, including tribal groups, poachers, criminals, insurgent groups, and even some states and quasi-state groups. In various locations, these weapons account for most of the firearms used in crime; in others, their production is institutionalized, providing essential income for local gunsmiths.


Criminals outside of active conflict zones, especially in developing states and territories, appear to hold the highest concentrations of craft-produced small arms. In several countries, such firearms account for a sizable proportion of weapons seized in law enforcement operations.


While several sides of the conflict in Syria have temporarily set aside their weapons (albeit imperfectly) and with peace talks scheduled to restart tomorrow (or maybe next week), this seems like an opportune time to look at some of the weapons that have been used and the law governing munitions as part of my ongoing series about alleged war crimes in the country. This post discusses deliberate, indiscriminate, and disproportionate attacks on civilians carried out with specific weaponry, and looks at when the use of certain weapons or weapon systems can constitute war crimes under international law, even when used against combatants, who are lawful targets. 041b061a72


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