New Weapons (CGH)

A gladiator is required to be the master of all weapons; without the ability to improvise new weapons at a moment's notice, a disarmed gladiator often finds herself at the dubious mercy of her opponent.
Literally dozens of new weapons have been created by gladiators looking for a last ditch defense against certain death. Some of these improvised weapons have caught on and have been added to the list of weapons available to the gladiator.
Nearly anything can serve as a weapon. From ropes to grappling hooks, plant fibers and giant's hair; anything that can conceivably be used to harm someone has been used as a weapon in the arenas of Athas. Indeed, the sheer variety of these weapons is so stunning and so well received by the crowds that weaponsmiths have trouble keeping up with the constant demand for newer and more deadly weapons.
Some of these weapons came from the crowded city streets. They tend to be small, easily concealed, and are generally thrusting or stabbing weapons. Others originated in the wastes outside of civilization, designed to fight the horrors of the desert. Their size and sheer damage potential attests to their origin. Details of these weapons are presented below.
Weapon Material: The DARK SUN® Rules Book, page 51, states that weapons made of materials other than steel cause less damage, are less likely to hit, and more likely to break. The prices, weights, and damage given here assume that the weapon is made of steel. Note, however, that certain weapons can be made without metal and can be used without impairing hit probability and damage—regardless of the material used in construction. If nonmetallic, a weapon can cost as little as 1% of the original price.
Proficient and Specialized Use: These weapons become far more useful in the hands of someone trained to use them. Those who go further and actually specialize gain additional attack and damage bonuses. Furthermore, those who specialize gain the additional attacks described on page 52 of the Player's Handbook.
 New Weapons Table
Weapon Name 	Cost (gp)*	Weight	Size	Type 	Speed	Damage**
Alhulak 	9 	9 	M 	B 	5 	1d6/1d6
Carrikal 	8 	6 	M 	S 	5 	1d6+1/1d8
Dejada 	6 	8 	M 	P/B 	8 	1d8/1d6
Double-Bladed Spear	2 	6 	M 	P 	6 	1d8/1d8
Forearm Axe 	1 	4 	S 	S/P 	3 	1d6/1d6
Lotulis 	15 	10 	L 	P/S/B	8 	1d10/1d12
Puchik 	6 	1 	S 	P/S 	2 	1d4+1/1d4+l
Singing Sticks 	5sp 	1 	S 	B 	2 	1d6/1d4
Talid 	4 	1 	S 	P/S/B	2 	1d6/1d6-1
Trikal 	12 	8 	L 	S/B 	8 	1d10/1d10
: * The cost for these weapons is based on prices for metal (excepting singing sticks). If made with alternative materials, they receive the modifiers described in the DARK SUN Rules Book.
: ** The damage here is based on metal weapons. Nonmetal versions of these weapons must adjust their damage (with the exception of the singing sticks and carrikal).
__TOC__
==Alhulak==
: Cost 9 gp
: Weight 9
: Size: M
: Type: P/B
: Speed Factor: 5
: Damage S-M/L: 1d6/1d6
The alhulak is primarily a rope with a four-bladed grappling hook on one end. The other end of the 5-foot rope is secured to a 2-foot long handle, which can also be used to block attacks from other weapons.
The four-bladed head of the alhulak is commonly carved from mekillot ribs (the price given here is for a steel set of blades). The haft securing it to the rope is usually of wood or bone.
Proficient Use: A proficient user of the alhulak can use it in combat without fear of snaring himself or his companions. Furthermore, he can use another medium sized weapon in his other hand with only a —2 penalty. Small weapons can be used along with the alhulak with no penalty.
Specialized Use: The specialized warrior can use the alhulak to ensnare her target as though she were grappling. A successful attack means the foe suffers 1d3 points of damage and is automatically grappled. Once grappled, the wielder can try to keep her enemy off-balance by making a successful Strength check against those of her own size who fail a save vs. petrification. Smaller foes are automatically off balance. Large enemies cannot be unbalanced by the alhulak.
==Carikkal==
: Cost: 8 sp
: Weight 6
: Size: M
: Type: S
: Speed Factor 5
: Damage S-M/L: 1d6+1/1d8
The carikkal is made by lashing a length of mekillot bone to the jawbone of a jozhal. The sharp ridges of teeth run down half the length of the bone handle, while the hinges of the jaw are sharpened to a keen edge. This makes the carikkal resemble a battle axe with both heads pointing in the same direction. A leather thong protrudes from a hole drilled in the bottom of the bone shaft, so that the user may retain his grip in even the bloodiest of battles.
Proficient Use: There is no additional bonus for proficient use of the carrikal; its damage and striking power are enough for most users of the weapon.
Specialized Use: A specialized user of the carikkal can use the sharp teeth on the haft of the carikkal to damage opponents during his extra attacks.
As an example, a 3rd-level specialist in carikkal has 3 attacks every 2 rounds. On the third attack, the teeth come into play. In addition to the damage of the blades of the carikkal, the teeth cause an additional 1d3 points of damage. The wielder does not need to roll to hit for this damage to happen; his expertise with the weapon is such that it happens automatically. However, the extra damage does not receive a Strength bonus, although magical damage applies normally.
==Dejada==
: Cost: 6 gp
: Weight: 8
: Size: M
: Type: P/B
: Speed Factor: 8
: Damage: S-M/L: 1d8/1d6
: ROF: 1/1
: Range: SM/U: 1/2/3
The dejada consists of a long, scooped basket (cestum) worn on the arm and used to propel projectiles (pelota) at a very high rate of speed. The cestum can be made by taking the slender rib bones from an erdlu and weaving a long, slender, curved basket between them. The wielder inserts her hand into the open bottom end where a glove like handle is placed. The cestum for human use is 2 feet long and 6 inches wide. Cestum size varies with the race of the wielder. Cesti can only be used on one hand, since the other is required to load the pelota.
Pelota are spherical objects approximately 2 inches in diameter. Stone, spiked balls, and balls of brambleweed qualify as pelota. Ceramic balls filled with gas, oil, poison, or other substances may also be used. There is some debate on whether this weapon originated in the Ringing Mountains or in the Crescent Forest. It has been documented that mountain halflings use cesti to hurl agony beetles at the backs of powerful foes. Metal cesti are extremely rare, while metal pelota are much more common.
Proficient Use: The wielder uses the dejada by loading a pelota into the cestum, then propelling the projectile with a long throwing motion of the arm. The projectile reaches great speeds due to the velocity and whip action of the throw. The thrown projectile may reach speeds of 200 miles per hour or more, but only for a short distance. Strength bonus is added for each attack. A proficient character can throw one pelota each round.
Specialized Use: A gladiator specialized in dejada may attempt to catch a pelota thrown at him by another gladiator. If the gladiator's enemy makes a successful attack, the defending gladiator may make a saving throw vs. petrification to catch the pelota thrown at him.
A dejada gladiator is allowed an immediate return throw if he or she has any subsequent attacks in that round. Otherwise all other actions for the character that round are ended.
==Double-Bladed Spear==
: Cost 2 gp
: Weight: 6
: Size: M
: Type: P
: Speed Factor 6
: Damage S-M/L: 1d8/1d8
The double-bladed spear is nearly identical to the normal spear, however, it carries an additional spearhead on the butt end.
Proficient Use: The proficient wielder of the double-bladed spear can use both ends of the spear in combat against a single opponent by twirling the blades. This maneuver often confuses intelligent opponents who have never seen it before; these foes suffer a —1 penalty to attacks and damage for 2 rounds.
Specialized Use: Anyone who specializes in the double-bladed spear may use it to attack two different opponents at the same time with a —1 penalty to damage. This is in addition to the added attacks usually conferred for specialization, so a specialized user may attack 3 or more separate targets in a single round, provided the targets are no more than a pace away from each other.
==Forearm Axe==
: Cost: 1 gp
: Weight 4
: Size: S
: Type: P/S
: Speed Factor. 3
: Damage S-M/L: 1d6/1d6
The forearm axe consists of the head of a large, double-bladed battle axe with a spike at the center, on the outside, and worn like a buckler on the forearm. However, unlike most bucklers, it can cause serious damage to an unwary opponent. It is a favored weapon of martial artists. The forearm axe allows the attacker to strike as though his arm were a weapon, delivering 1d6 points of damage. It can also be used in close quarters where other weapons may not be effective.
Proficient Use: The proficient user of a forearm axe can use it as a buckler to deflect 1 attack per round, and still use it to attack. In game terms, this means that the user gains a + 1 AC against a specified attack, taking no penalty to riposte. However, when it is used as a buckler, there is the possibility of shattering; any roll of a 19 or 20 against it means the PC must again roll a d20. A roll of 1 means the forearm axe has shattered from the force of the blow.
Specialized Use: The spike in the center can be used by specialized wielders to inflict an additional 1d2 points of damage. Though this is not an incredible amount of damage, the spike takes poison coating well, and can be hollowed to hold up to three doses of poison.
==Lotulis==
: Cost 15 gp
: Weight: 10
: Size: L
: Type: P/5/B
: Speed Factor 8
: Damage S-M/L: 1d10/1d12
The lotulis is a long shaft with a recurved crescent blade at either end. It resembles two outwardly curved crescent moons mounted on a long metal shaft. The edged crescents also have small barbed spikes near the points. In the hands of a warrior trained in its use, it is a truly dangerous weapon. Though the lotulis is ponderous, its damage potential is something to make even a half-giant wary.
Proficient Use: The proficient user can spin the lotulis through a variety of offensive and defensive maneuvers. The shaft can be used to parry attacks or bludgeon foes like a quarterstaff, protecting the user. The blades can be used to slash on front or back strokes, keeping enemies at bay. The blades can also be used to catch weapons, pin foes, or impale targets with the barbs. The lotulis grants a +1 to any attempt using called shots because of its specific design. It should be noted that the lotulis cannot be set against a charging foe.
Specialized Use: Anyone who specializes in the lotulis may make two slashing attacks in a round on two different opponents with the two ends. Though the double slash uses the attacks normally conferred by specialization, it allows the wielder to take on two separate opponents at one time. If the wielder so desires, he can take the extra opponent in lieu of one of the free attacks.
==Puckik==
: Cost: 6 gp
: Weight: 1
: Size: S
: Type: P/S
: Speed Factor 2
: Damage S-M/L: 1d4+1 /1d4+1
The puchik is a punching and parrying weapon designed for close fighting. It is a dagger, 2 feet long, with hand-guards jutting from the hilt at a 45 degree angle to protect the wielder's hands. The grip of the puchik is perpendicular to the length of the blade and held in place by the two prongs extending down from the handguards. Holed leather strips wrap around the hilt keep the grip from slipping in sweaty hands.
Proficient Use: The puchik confers no attack bonus on a proficient user, but it can be used to trap an opponent's weapon. If the wielder rolls a successful parry and tken a successful Pin attack (—4 to hit) against his opponent, he can hold his opponent's weapon until the foe can win a Strength contest with the wielder of the puchik.
Specialized Use: A specialized puchik wielder earns at least two attacks per round with his weapon, instead of the typical 3/2 for low-level specialists. The number of attacks increases at the same rate as the specialists' attacks. Although one of the puchik's attacks must always be used to parry incoming blows, the others can be used to deliver ripostes of startling speed.
==Singing Sticks==
: Cost: 5 sp
: Weight: 1
: Size: S
: Type: 3
: Speed Factor: 2
: Damage 5-M/L: 1d6/1d4
These weapons are one inch in diameter and about feet long. Singing sticks rely more on agility and ability than on simple brute force. They are almost always used in pairs, rather than singly. Made of springy, straight wood such as the cachava plant, they are nearly impossible to break, even when swung with great force.
Singing sticks are extremely light, carved so that the diameter of the ends is slightly larger than that of the center. This unusual shape, combined with the type of wood, is what gives the sticks their name, for they whistle and moan as they are whirled through the air. Adhesive oil is normally applied before battle so that the sticks do not slip from the user's grasp even during high speed maneuvers.
Although they are light and generally favored for sparring practice, singing sticks can be used with deadly precision in the arena. Many a gladiator has misjudged an opponent because the foe was wielding only these sticks, and has gone to her doom lamenting her mistake.
Proficient Use: Those proficient in the singing sticks can use them in two hands without the usual penalty for attacking with two weapons.
Specialized Use: Specialized users of the singing sticks can not only attack with one in each hand, but can also whirl the sticks through an amazing array of defensive and offensive maneuvers, performing one of each without the usual penalty for taking different actions.
==Talid==
: Cost: 4 gp
: Weight: 1
: Size: S
: Type: P/5/B
: Speed Factor: 2
: Damage 5-M/L: 1d6/1d6-1
The talid, also known as a gladiator's gauntlet, is an improved version of the cestus. The talid is made of stiff leather with metal, chitin, or bone plating on the hand cover and all along the forearm. Spikes protrude from each of the knuckles and along the back of the hand. A sharp blade runs along the thumb for cramped fighting styles, and there is a 6 inch spike on the elbow.
The talid relies far more on strength and brute power than subtlety, though some gladiators have shown that it can be used very effectively when combined with other, quicker attacks.
Proficient Use: Anyone who can fight barehanded is proficient in the talid. Therefore, there is no bonus for taking this weapon proficiency.
Specialized Use: There is no bonus for specialization in the talid.
==Trikal==
: Cost: 12 gp
: Weight 8
: Size: L
: Type: S/B
: Speed Factor: 8
: Damage S-M/L: 1d10/1d10
The trikal is a small pole arm, roughly 6 feet long, 5 feet of length is a stout wooden shaft. The final foot is a metal head with three blades projecting from the central shaft. Below these are a series of serrations, each as sharp as the blades above them. The butt end of the shaft is slightly weighted to ensure that the momentum of the swing gains an extra push for maximum damage potential.
Proficient Use: Those proficient with the trikal can use the head of the weapon to knock foes off balance with a series of short, sharp jabs. If the attacker makes a successful attack roll at —2, the defender must make a Dexterity check at —3 or fall over backwards.
Specialized Use: Specialized users of the trikal can use it to hook an opponent's feet from beneath him in a pull/trip maneuver. The trikal's heads make it harder for an opponent to recover from such a maneuver, an unmoving enemy makes his Dexterity check at onh> +3, while an unaware opponent makes the check at —5.