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melee_weapons [2018/11/27 16:35] – created davemelee_weapons [2018/11/30 14:50] (current) dave
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 =====MELEE WEAPONS IN TURN SEQUENCE===== =====MELEE WEAPONS IN TURN SEQUENCE=====
  
-**MELEE WITH WEAPONS VARIANT**:  each melee weapon has an S-R number (size-rating) with basically an expression of the weapons effective combat length/reach with some account of its mass too.    Smaller numbers (Dagger=1) are short and fast; larger numbers (pike=12) are long and slow.+**MELEE WITH WEAPONS VARIANT**:   
 + 
 +**SR:** each melee weapon has an S-R number (size-rating) with basically an expression of the weapons effective combat length/reach with some account of its mass too.    Smaller numbers (Dagger=1) are short and fast; larger numbers (pike=12) are long and slow.
  
 In the melee attack phase, if it is the first round when combat has been joined by these combatants, then the larger S-R strikes first.   In subsequent rounds, the smaller number goes first.    In the melee attack phase, if it is the first round when combat has been joined by these combatants, then the larger S-R strikes first.   In subsequent rounds, the smaller number goes first.   
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 If armed combatants are fighting creatures that don’t use weapons, the armed combatants strike first in the first round of contact, and the subsequent turns rely on DEXTERITY. If armed combatants are fighting creatures that don’t use weapons, the armed combatants strike first in the first round of contact, and the subsequent turns rely on DEXTERITY.
  
-Parry:  a combatant can give up one of his attacks to make a parry, giving the enemy a -2 to hit, but Light Weapons cannot parry Heavy Weapons.+A combatant who is climbing a ladder or climbing over a rampart or barrier always attacks after a defender at the top or on the other side. 
 + 
 +** 
 +Damage:** damage for various weapons is not limited to 1d6.  As a general principal, light weapons do 1d4, Normal Weapons used in 1 hand do 1d6, and Heavy Weapons and most 2-handed Normal weapons do 1d8.  There are some exceptions to this guideline. 
 + 
 +**Hands**:  a one-handed weapon allows the use of a shield in the second hand.  Two-handed weapons prevent shield use.  A character can have a different one-handed weapon in each hand, allowing choice of which to use in any round.  Some weapons can be used in either 1 or 2 hands and might have different S-R and Damage depending on how it is used. 
 + 
 +**Parry:**  a combatant can give up one of his attacks to make a parry, giving the enemy a -2 to hit, but Light Weapons cannot parry Heavy Weapons
 + 
 +See the [[other_weapon_notes|OTHER WEAPON NOTES]] and [[reach_weapons|REACH WEAPONS]]and [[charge|CHARGE]] and [[knock_down_and_pin|Knock Down and Pin]]  pages for more specific weapon actions.
  
 +See this PDF for the details on all of the armor and weapon pieces used in the Thranconia Campaign. {{ ::armor_and_weapons_tables.pdf |}}
melee_weapons.1543336552.txt.gz · Last modified: 2018/11/27 16:35 by dave