Exalted/Rules/Weapons/3rd

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Mortal Melee Weapons
Category Accuracy Damage Defense Overwhelming
Light +4 +7 +0 1
Medium +2 +9 +1 1
Heavy +0 +11 -1 2
  • Overwhelming is the minimum damage after soak (rolled as bashing).
  • Hardness counteracts this on a one-for-one basis.


  • Balanced: Weapon has one extra defense and damage.
  • Bashing: Deals bashing damage.
  • Brawl: Used with Brawl.
  • Chopping: May trade 1 Initiative for 3 damage.
  • Disarming: This weapon reduces the difficulty and cost

of disarm gambits by 1.

  • Flexible: Ignores shield bonuses and each success counts double versus parry.
  • Improvised: Useable with both Brawl and Melee, these simple weapons can be created out of anything sturdy, heavy and roughly well balanced. Because they are not designed for use as weapons, improvised weapons cost 1 Initiative to use in an attack.
  • Grappling:This weapon can be used to make grappling gambits.
  • Lethal: This weapon normally does lethal damage when used to deliver a decisive attack. Lethal close combat weapons can deliver bashing damage with an appropriate stunt, by e.g. attacking with the pommel or with the flat of the blade.
  • Martial Arts: Attacks with this weapon don’t use Melee or Brawl. Wielding it requires an applicable Martial Arts Ability. For example, the hook sword requires facility with a style like Martial Arts (Snake Style) or Martial Arts (Crane Style); Martial Arts (Tiger Style) wouldn’t do.
  • Melee: Attacks with this weapon normally use Melee.
  • Natural: This weapon is part of the user’s body. It cannot be disarmed, and never requires a draw/ready weapon action to prepare for use.
  • Piercing: This weapon specializes in defeating armor, either by punching through it or slipping through its weak points. It halves any Armor Soak on the target.
  • Reaching: This long weapon negates the advantages of mounted combatants (p. 202).
  • Shield: A weapon with this tag allows the character to use a parry and attack action. The damage of shield-tagged weapons is 2 lower than their class would otherwise indicate (thus a medium shieldtagged weapon would have damage 7 rather than 9).
  • Smashing: This weapon can make smash attacks. Smash attacks cost two Initiative to attempt. If successful, they knock the opponent back one range band, or knock them prone. Targets may be knocked back into dangerous or

deadly threats, like lava pits or steep cliffs.

  • Thrown: This weapon can be used to make ranged attacks using the Thrown ability. All Thrown weapons also have their maximum range listed in parenthesis, such as Thrown

(Medium). When throwing a weapon, the wielder doesn’t beneft from the weapon’s normal Accuracy bonus; see Thrown Weapons, below.

  • ?Two-Handed: This weapon requires the user wield it

with both hands, preventing them from holding a shield or another weapon at the same time. Two-handed weapons win ties and double the pool for Clash attacks.

  • Worn: Wearable weapons can be removed, but while worn

they count as natural weapons. Equipping or removing a weapon with the worn tag takes an action.