Savage Borderlands Melee Weapons
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The following weapon generation rules replace the weapons on p. 87 of Savage Borderlands. Remember that anyone can pistol-whip or butt-stroke, using Fighting, for Str+d4 damage.
If your Strength is lower than the weapon's, its damage die is reduced to match and you lose any positive features found in its "Notes" (except special damage): Fighting bonus, Parry bonus, Reach, Compact, Thrown, and/or improved critical damage. Only its flat damage bonus, AP, and special damage still apply -- along with any drawbacks, of course! Melee weapons are one-handed unless specified otherwise. A weapon held in the off-hand still provides its Parry bonus, even if the user is not ambidextrous; remember that Parry bonuses don't stack (use the best one), but Parry penalties do!
For thrown weapons, Reach does not affect Range in any way, and vice-versa. Thrown weapons digistruct back into your hands at the end of your action(s). You must meet a weapon's minimum Strength to throw it!
1. Weapon Category
Before the campaign starts, the group should decide if melee weapons should be common or uncommon. This affects the table for Step 1 on p. 46. You can set this via a drop-down menu in the gear generator.
Common: A roll of 1 or 20 now generates a melee weapon instead.
Uncommon: A roll of 20 now generates a melee weapon instead.
2. Type of Melee Weapon
Roll 1d20 on the following table.
|3-5||Buzzaxe||Str+d6+2||15||2 hands. A natural 1 on the Fighting die (regardless of the Wild Die) hits the user instead.|
|6-7||Chainsaw||Str+d8+2||20||Parry -1, 2 hands. A natural 1 on the Fighting die (regardless of the Wild Die) hits the user instead.|
|8||Dagger||Str+d4||1||Can be thrown (Range 3/6/12).|
|9-10||Greataxe||Str+d10||15||AP 1, Parry -1, 2 hands|
|11-12||Greatsword||Str+d10||12||Parry -1, 2 hands|
|13||Halberd||Str+d8||15||Reach 1, 2 hands|
|14-15||Handclaws||Str+d6||2||Always equipped (even when firing guns or using a different melee weapon), so no action required to switch to or from, but -1 to Fighting.|
|16||Rapier||Str+d4||3||Parry +1. A light fencing version that prioritizes speed over power.|
|17-18||Spear||Str+d6||5||Parry +1, Reach 1, 2 hands. Can be thrown (Range 3/6/12).|
Most companies don't bother with melee weapons. Roll 1d20 on the following table.
|1-8||Bandit||Damage +1, Parry -1.|
|16-20||Maliwan||Damage -1. Add 1 level of elemental damage (table, p. 61).|
Use the standard rules to calculate number of improvements, then roll d20 on the following table that many times. If the limit is reached, reroll (that is, everything has "More: d20").
|1-2||AP: Improve AP by 1.||twice|
|3-4||Balance: Adds +1 to Fighting rolls when using the weapon. This does not improve Parry!||twice|
|5-6||Critical Damage: Improves the bonus damage die for hitting with a raise to d8, then d10, then d12.||d12|
|7-8||Damage: Add a flat damage bonus of +1 (e.g., Str+d6 becomes Str+d6+1).||twice|
|9-10||Parry: Improve Parry by +1. Rapiers and spears can go as high as Parry +2; other weapons as high as Parry +1.||special|
|11||Reach: A weapon with no Reach gains Reach 1. This usually means the weapon can extend (like a collapsible baton). Not available for handclaws.||Reach 1|
|12-13||Lightweight: If the weapon weighs 8+ lbs. and hasn't rolled this improvement yet, halve its weight (round down). Otherwise, if the weapon uses two hands, it gains the note "Compact (Can be used one-handed)." Otherwise, reroll.||half weight, one hand|
|14-16||Special Damage (d20)|
1-4. Corrosive +1 (Limit four times).
5-8. Incendiary +1 (Limit four times).
9-12. Shock +1 (Limit four times).
13-16. Slag (Limit once).
17-19. Explosive (Limit once; see note below!)
20. Heavy Weapon (Limit once, can co-exist with elemental damage).
|17-18||Strength: Increase the damage die type by one level (e.g., Str+d6 becomes Str+d8).|
Optionally, to make mid-level strength more common than high-level, roll d12+4 and increase the damage die only if the result is higher than the existing die type (e.g., for a Str+d6 spear, the d12+4 would need to roll higher than 6 to bump it to Str+d8); otherwise, reroll. The gear generator does this.
|19-20||Thrown: The weapon can do damage at Range 3/6/12 using Throwing skill. If this result is rolled again or the weapon is already innately thrown, improve Range to 5/10/20. Not available for weapons weighing 10+ lbs. or for the handclaws (reroll).||twice|
Explosive Weapons: These are designed to blast in every direction except at the wielder; everyone else in an SBT must deal with the explosion. This protection does not apply if thrown, however, as there is no longer a "wielder"; if the thrower ends up in the SBT, they are affected normally.
5. Go Kill Something!
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