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Rules: Weapons
The aim is that every weapon has its day. If we have a broad sword that does d6 damage and a long sword that does d8, why would anyone pick the broad sword? And therefore, why is it even a choice? For each weapon, there is a situation where it will be your best choice, and the notes should suggest what that is.
Note: Weapons that use multiple dice will be stopped by armour more than weapons using a single dice. A weapon doing 3d6 damage is good again unarmed foes, but a weapon doing d12 will be better against a foe with an armour of 3.
| Weapon | Damage | Flags | Notes |
|---|---|---|---|
| Unarmed | |||
| Unarmed | d4 | mX | Useful when you have lost your weapons! Skill in unarmed will increase damage. |
| Blades | |||
| Dagger | d6 | mF | Can be concealed |
| Short sword | 2d6 | mF | Use if you want to go first; bonus to initiative |
| Broad sword | 3d6 | m | Also scimitar, long sword, etc. Good for unarmed foes |
| 2H sword | 3d8 | m2X | Requires skill, but does good damage, especially to unarmed foes |
| Axes | |||
| Wood axe | d8 | mS | Cheap and readily available! |
| Battle axe | d10 | mS | Good against armoured foes, but slow |
| Great axe | 2d10 | m2SX | Requires skill, but does good damage, especially to unarmed foes |
| Bashing weapons | |||
| Club | 2d4 | m | Includes improvised weapons |
| Mace | d10 | m | Good against armed foes |
| Morning star | 2d8 | m | All round weapon |
| Flail | d12 | m2XY | Requires skill, especially good against armoured foes with shields |
| Quarterstaff | 2d4 | mD | Good for defense |
| Warhammer | 2d10 | mS | Slow but good damage |
| 2H hammer | 2d12 | m2SX | Lots of damage, but slow and requires skill |
| Polearms | |||
| Spear | 2d8 | mRXS | Extra reach, can be used as a thorn weapon too (also javelin or trident) |
| Polearm | 3d8 | mRXS | Extra reach |
| Halberd | 3d6 | mRXSH | Extra reach, and can be used to hook a foe |
| Whips | |||
| Whip | 4d4 | mRXS | Requires skill, but good against unarmed and extra reach |
| Bull whip | 4d4 | mRRXS] | As whip, but even more reach |
| Thrown | |||
| Thrown rock | d4 | r | Or anything of a decent size and weight to throw |
| Thrown dagger | d6 | rF | Can be thrown fast |
| Thrown spear | 3d6 | r | Good damage, but limited to one or two a combat |
| Bows | |||
| Short bow | 2d6 | rFX | Fast reload |
| Long bow | 3d6 | rFMX | Takes a minor action to reload, but decent damage against unarmoured |
| Light crossbow | d12 | rMX | Takes a minor action to reload, but decent against armoured foes |
| Heavy crossbow | d20 | rLX | Takes a full standard action to reload, but good against armoured foes |
| Slings | |||
| Sling | 2d4 | rM | Cheap ammo |
| Firearms | |||
| Arquebus | 2d20 | fLL | Very noisy. Takes two full standard actions to reload, and expensive to use, but look at all the damage! |
- D - Defensive: A character using a defensive weapon can choose to take a penalty, up to 4, to the attack roll, and add that amount to her reflex until the start of her next turn.
- S - Slow: A character wielding this weapon is at -4 to initiative. If a character did not take the penalty when initiative was determined, she cannot attack with this weapon this round.
- F - Fast: A character wielding this weapon at the start of combat (and no other weapon without an F) is at +4 to initiative.
- X - This weapon is difficult to wield, and attacks are made with a -4 penalty. This can be reduced by buying levels in the "Warrior" package with the right specialisation.
- R - Reach 2; can attack a foe up to two squares away. 'RR' indicates a reach of three.
- L - Takes a standard action to load (so generally will take a round to load, a round to fire). 'LL' indicates it takes two standard actions to reload. Godd luck using that more than once an encounter.
- M - Takes a minor action to load
- 2 - Two-handed weapon
- Y - Shield bonuses are halved (round down) against this weapon
- H - On a successful hit, can optionally attempt to hook a foe, drawing him one square closer if more than a square away, or off his mount if mounted (foe gets a save vs reflex)
- m/r/f - All weapons are classified as melee (m), ranged (r) or firearms (f)
If you have no skill in a weapon you can use half the skill of another weapon in that class. In the table above, the class is indicated by the heading in italics, so Unarmed, Blades, Axes, etc. A skill of 8 in long bow allows you to use any other bow with a skill of 4.
- 2H weapon
- Whip
- Unarmed (giving extra damage)
- Sword and shield (giving shield skill)
- Polearms
- Bow (inc crossbow)
- Dual wield
This example illustrates how bonuses apply as a character uses different weapons.
Therid has the warrior package up to level 4, specialising in 2H blade. He uses a 2H sword, with a +4 bonus, to cut through his enemies. Unfortunately, he has lost his sword. What are his options?
He can fight unarmed! He has no skill, but can use half his melee skill, giving a +2 bonus. However, he is only doing d4 damage.
He finds a whip. He has no skill, but again can use can use half his melee skill. A whip is a skilled weapon, however, so he suffers a -4 penalty. Although it does decent damage, with an overall penalty of -2, he fails to hit more often than not.
He finds a long bow. Again no skill, and this time he cannot use half his melee skill, as this is not a melee weapon. And he suffers a -4 penalty too. Attacking at -4, he is even less successful than he was with the whip.
Then he finds a rolling pin. This can be improvised as a club. There is no skill penalty, and he can use half his melee skill, so he can attack with a +2 bonus, but still only doing 2d4 damage.
When using a ranged weapon
- +5 if static target
- +2 if huge
- -2 if small
- +2 if in next square
If an enemy is adjacent, he gets an opportunity attack
Thrown weapons
- -2 if more than 10 squares away
- miss if more than 20 squares away
Slings
- -2 if more than 20 squares away
- miss if more than 30 squares away
Bows, crossbows, firearms
- -2 if more than 50 squares away
- miss if more than 100 squares away
Bows and firearms have long ranges. It is doubtful you will have have to worry about their range!
Note that while the arquebus is historically a great weapon of war, it is not as accurate as a bow. In battle, an untrained fighter can fire it at the opposing army and it will probably get one of them. A trained bowman, on the other hand, will take out a specific target with an arrow to he head. It was only with rifling that firearms became accurate; until that time, the direction of bullet was determined by which bit of the barrel it touched last as much as the direction the barrel was pointing.