Post by Brad the Inhaler on Dec 30, 2004 0:12:48 GMT
Weapons
The following is a description of the various weapons available:
Hand Weapon:
A broad description - covers all kinds of one-handed swords, axes, clubs, maces and hammers. All these are considered roughly comparable, and for rules purposes, no distinction between them is made. Note that longswords and broadswords are both types of hand weapon, despite a variance in cost.
No applicable modifiers.
Knife/Dagger:
The ultimate back-up weapon, they come with blades up to 18" in length, although normally around 6". Simple and fast, but don't cause as much damage as larger weapons.
+10 Initiative in melee;
-2 Damage in melee;
-20 to Parry roll when attempting to parry an attack from this weapon.
Spear:
A pointed head mounted on a shaft, spears are cheap weapons, frequently found in the hands of peasants when it is required. They come up to 6 feet in length, and are used to thrust and stab. Spears allow the wielder to fend off his opponent, keeping him at bay somewhat with the weapon's length. They also make good weapons against cavalry and aerial opponents.
+10 Initiative in melee on the first round of combat, and on subsequent rounds if the wielder is winning. This bonus is increased to +20 Initiative in melee if the wielder's opponent is mounted;
+10 to-hit in melee if used against an aerial opponent.
Improvised:
Anything not intended to be a weapon - chairs, wooden planks, mugs and limbs are all examples of improvised weapons. They are typically poorly balanced for combat, and aren't designed to cause as much damage as regular weapons.
-10 Initiative in melee;
-2 Damage in melee;
+10 to Parry roll when attempting to parry an attack from this weapon.
Bastard Sword:
A large sword, for use in either one hand like a normal, if unwieldy sword, or two hands like a double-handed weapon. It is slower and clumsier than a normal sword, but is capable of causing more damage.
Requires Special Weapon - Two-Handed Weapons for correct use, when used either one or two-handed.
If used one-handed:
-10 Initiative in melee;
Wielder has a free hand, as if armed with a normal hand weapon.
If used two-handed:
-10 Initiative in melee;
+1 Damage in melee;
Wielder has both hands occupied, as with normal two-handed weapons.
Double-Handed Weapons:
A broad category, as with hand weapons. This category includes a variety of comparable weapons, such as two-handed swords, axes, maces, flails and hammers. They are clumsier than their normal, one-handed versions, but inflict more damage.
All two-handed weapons require Special Weapon - Two-Handed Weapons for correct use.
Two-handed flails require both Special Weapon - Two-Handed Weapons and Special Weapon - Flails for correct use.
All two-handed weapons, with the exception of two-handed flails:
-10 Initiative in melee;
+2 Damage in melee.
For two-handed flails:
-20 Initiative in melee;
-20 to-hit any opponent in melee;
+3 Damage in melee;
-10 to Parry roll when attempting to parry an attack from this weapon.
Halberd:
A heavy-bladed polearm, halfway between a spear and a double-handed axe. A tricky weapon to use, but rather effective.
Requires Special Weapon - Polearms for correct use.
+10 Initiative in melee on the first round of combat, and on subsequent rounds if the wielder is winning. This bonus is increased to +20 Initiative in melee if the wielder's opponent is mounted;
-10 to-hit in melee, unless used against an aerial opponent;
+2 Damage in melee.
Quarter Staff:
An innocuous weapon, the wooden pole. Can be disguised as a walking stick and the like, and makes an effective weapon in a scrape.
-1 Damage in melee.
Flail:
Flails consist of pieces of heavy chain attached to a stout handle, and can come in many kinds of aesthetic forms - morning stars, big swinging weights, etc. They are unwieldy devices, but can cause significant damage if used properly.
Note that two-handed flails are discussed under 'Double-Handed Weapons'.
Requires Special Weapon - Flail for correct use.
-10 to-hit in melee;
+1 Damage in melee;
-10 to Parry roll when attempting to parry an attack from this weapon.
Rapier:
The typical fencing weapons - the rapier or foil - are lightweight weapons, adapted for deft of use, rather than outright damage.
Requires Special Weapon - Fencing Weapons for correct use.
+20 Initiative in melee;
-1 Damage in melee.
Buckler:
A small shield, suited both for offensive attacks with the metal bulk or a commonly-seen spike in the centre of the boss, and for defensive actions, where it is most effective at parrying.
Requires Special Weapons - Parrying Weapons for correct use.
-2 Damage in melee;
+20 to Parry roll when attempting to parry an attack from this weapon.
Left-Handed Dagger:
A longer-than-usual dagger, it is commonly used by duellists as an off-hand weapon, either as a secondary attack, or as a parrying device.
Requires Special Weapon - Parrying Weapons for correct use.
-2 Damage in melee;
-10 to Parry roll when attempting to parry an attack from this weapon.
Sword Breaker:
An alternative to the left-handed dagger, this blade is fitted with a heavily-serated edge, intended to catch and break the weapons of opponents. As such, it is also popular amongst fencers.
Requires Special Weapon - Parrying Weapons to use correctly.
-2 Damage in melee;
-10 to Parry roll when attempting to parry an attack from this weapon;
May snap opponent's weapon if a successful parry is made with a sword-breaker, if the wielder makes a successful Strength test. Broken swords count as daggers, and broken daggers count as improvised weapons.
The following is a description of the various weapons available:
Hand Weapon:
A broad description - covers all kinds of one-handed swords, axes, clubs, maces and hammers. All these are considered roughly comparable, and for rules purposes, no distinction between them is made. Note that longswords and broadswords are both types of hand weapon, despite a variance in cost.
No applicable modifiers.
Knife/Dagger:
The ultimate back-up weapon, they come with blades up to 18" in length, although normally around 6". Simple and fast, but don't cause as much damage as larger weapons.
+10 Initiative in melee;
-2 Damage in melee;
-20 to Parry roll when attempting to parry an attack from this weapon.
Spear:
A pointed head mounted on a shaft, spears are cheap weapons, frequently found in the hands of peasants when it is required. They come up to 6 feet in length, and are used to thrust and stab. Spears allow the wielder to fend off his opponent, keeping him at bay somewhat with the weapon's length. They also make good weapons against cavalry and aerial opponents.
+10 Initiative in melee on the first round of combat, and on subsequent rounds if the wielder is winning. This bonus is increased to +20 Initiative in melee if the wielder's opponent is mounted;
+10 to-hit in melee if used against an aerial opponent.
Improvised:
Anything not intended to be a weapon - chairs, wooden planks, mugs and limbs are all examples of improvised weapons. They are typically poorly balanced for combat, and aren't designed to cause as much damage as regular weapons.
-10 Initiative in melee;
-2 Damage in melee;
+10 to Parry roll when attempting to parry an attack from this weapon.
Bastard Sword:
A large sword, for use in either one hand like a normal, if unwieldy sword, or two hands like a double-handed weapon. It is slower and clumsier than a normal sword, but is capable of causing more damage.
Requires Special Weapon - Two-Handed Weapons for correct use, when used either one or two-handed.
If used one-handed:
-10 Initiative in melee;
Wielder has a free hand, as if armed with a normal hand weapon.
If used two-handed:
-10 Initiative in melee;
+1 Damage in melee;
Wielder has both hands occupied, as with normal two-handed weapons.
Double-Handed Weapons:
A broad category, as with hand weapons. This category includes a variety of comparable weapons, such as two-handed swords, axes, maces, flails and hammers. They are clumsier than their normal, one-handed versions, but inflict more damage.
All two-handed weapons require Special Weapon - Two-Handed Weapons for correct use.
Two-handed flails require both Special Weapon - Two-Handed Weapons and Special Weapon - Flails for correct use.
All two-handed weapons, with the exception of two-handed flails:
-10 Initiative in melee;
+2 Damage in melee.
For two-handed flails:
-20 Initiative in melee;
-20 to-hit any opponent in melee;
+3 Damage in melee;
-10 to Parry roll when attempting to parry an attack from this weapon.
Halberd:
A heavy-bladed polearm, halfway between a spear and a double-handed axe. A tricky weapon to use, but rather effective.
Requires Special Weapon - Polearms for correct use.
+10 Initiative in melee on the first round of combat, and on subsequent rounds if the wielder is winning. This bonus is increased to +20 Initiative in melee if the wielder's opponent is mounted;
-10 to-hit in melee, unless used against an aerial opponent;
+2 Damage in melee.
Quarter Staff:
An innocuous weapon, the wooden pole. Can be disguised as a walking stick and the like, and makes an effective weapon in a scrape.
-1 Damage in melee.
Flail:
Flails consist of pieces of heavy chain attached to a stout handle, and can come in many kinds of aesthetic forms - morning stars, big swinging weights, etc. They are unwieldy devices, but can cause significant damage if used properly.
Note that two-handed flails are discussed under 'Double-Handed Weapons'.
Requires Special Weapon - Flail for correct use.
-10 to-hit in melee;
+1 Damage in melee;
-10 to Parry roll when attempting to parry an attack from this weapon.
Rapier:
The typical fencing weapons - the rapier or foil - are lightweight weapons, adapted for deft of use, rather than outright damage.
Requires Special Weapon - Fencing Weapons for correct use.
+20 Initiative in melee;
-1 Damage in melee.
Buckler:
A small shield, suited both for offensive attacks with the metal bulk or a commonly-seen spike in the centre of the boss, and for defensive actions, where it is most effective at parrying.
Requires Special Weapons - Parrying Weapons for correct use.
-2 Damage in melee;
+20 to Parry roll when attempting to parry an attack from this weapon.
Left-Handed Dagger:
A longer-than-usual dagger, it is commonly used by duellists as an off-hand weapon, either as a secondary attack, or as a parrying device.
Requires Special Weapon - Parrying Weapons for correct use.
-2 Damage in melee;
-10 to Parry roll when attempting to parry an attack from this weapon.
Sword Breaker:
An alternative to the left-handed dagger, this blade is fitted with a heavily-serated edge, intended to catch and break the weapons of opponents. As such, it is also popular amongst fencers.
Requires Special Weapon - Parrying Weapons to use correctly.
-2 Damage in melee;
-10 to Parry roll when attempting to parry an attack from this weapon;
May snap opponent's weapon if a successful parry is made with a sword-breaker, if the wielder makes a successful Strength test. Broken swords count as daggers, and broken daggers count as improvised weapons.