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revised_weapon_rules [2021/04/14 18:39] – created daverevised_weapon_rules [2021/04/19 19:02] (current) dave
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 ===Melee Weapons are defined by these categories===   ===Melee Weapons are defined by these categories===  
-  * Damage Type:  Bludgeoning, Slashing, Piercing, Crude +  * __Damage Type__:  Bludgeoning, Slashing, Piercing, Crude 
-  * Length:  Short, Medium, Long, Extra-Long +  * __Length__:  Short, Medium, Long, Extra-Long 
-  * Weight:  Light, Normal, Heavy, Very Heavy +  * __Weight__:  Light, Normal, Heavy, Very Heavy 
-  * Special: Fast Draw, Chopper, Receive Charge, Charge Bonus, Hurl, Dismount, No Dungeon+  * __Special__: Fast Draw, Chopper, Receive Charge, Charge Bonus, Hurl, Dismount, No Dungeon, Foot Only
  
 ===Damage Type=== ===Damage Type===
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 ===Length=== ===Length===
  
-Weapons are rated Short, Medium, Long and Extra-Long, shortest to longest, left to right.  Fighter-class characters can gain some benefits to using long or very long weapons:+Weapons are rated Short, Medium, Long and Extra-Long, shortest to longest, left to right.  Fighter-class characters can gain some benefits to using long or very long weapons, beyond the one that all combatants may use:
    
-  * **First Contact**: On the first contact round between two opponents, if a fighter’s weapon is longer than the opponent, the one with the longer weapon gets a bonus attack (1 per round total, no matter how many enemies approach). +  * **First Contact**: On the first contact round between two opponents, if a combatant's weapon is longer than the opponent, the one with the longer weapon gets a bonus attack (1 per round total, no matter how many enemies approach). 
-  * **Long Weapons**:  a fighter using a Long Weapon may make an attack from the second row of a formation/group or attack a target 5’ from melee contact. +  * **Long Weapons**:  a fighter using a Long Weapon may make an attack from the second row of a formation/group or attack a target 5’ from melee contact, taking a -2 to hit in either case
-  * **Very Long Weapons**:  a fighter using a Long Weapon may make an attack from the second or third row of a formation/group or attack a target 10’ from melee contact.+  * **Very Long Weapons**:  a fighter using a Long Weapon may make an attack from the second or third row of a formation/group or attack a target 10’ from melee contact, taking a -2 to hit in either case.
  
 ===Weight=== ===Weight===
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 ===Type Features=== ===Type Features===
  
-Fast Draw (FD):  daggers, knives and swords are meant to be convenient to use side-arms and so, when a character has one in a scabbard at his belt he can draw one without spending a move or attack.  He does not need Quick Draw skill to do so, but without that skill, he must drop whatever else he had in his hands onto the ground (quick draw allows a smooth change between 2 sets of weaponry etc). +  * **Fast Draw (FD)**:  daggers, knives and swords are meant to be convenient to use side-arms and so, when a character has one in a scabbard at his belt he can draw one without spending a move or attack.  He does not need Quick Draw skill to do so, but without that skill, he must drop whatever else he had in his hands onto the ground (quick draw allows a smooth change between 2 sets of weaponry etc). 
-Chopper (CH):  axes can be used without penalty to chop down doors and chests (see Breaking Things) whereas swords and other weapons suffer a significant penalty. +  * **Chopper (CH)**:  axes and picks can be used without penalty to chop down doors and chests (see Breaking Things) whereas swords and other weapons suffer a significant penalty. 
-Receive Charge (RC):  when a fighter uses a spear, long-spear, halberd, polearm or pike, and is charged by an opponent, if the fighter’s very first attack against the charger hits, he rolls 2 damage dice instead of the normal one. +  * **Receive Charge (RC)**:  when a combatant uses a spear, halberd, lucerne hammer or pike, and is charged by an opponent, if the combatant's very first attack against the charger hits, he rolls 2 damage dice instead of the normal one. 
-Charge Bonus (CB):  when a fighter makes a charge with a lance from a medium or heavy war horse (or fantastic mount) he rolls 2 damage dice instead of the normal one. +  * **Charge Bonus (CB):**  when a combatant makes a charge with a lance from a medium or heavy war horse (or fantastic mount) he rolls 2 damage dice instead of the normal one. 
-Dismount (DM): when a fighter uses a polearm or lance against a target mounted on a horse (or similar mount) he can declare he intends to dismount the target.  If he scores a hit, the target suffers no damage, but must make a Saving Throw, or he will be knocked prone to the ground, off his horse.  He must make a second save or he will be stunned, missing his next round, and suffer 1d4 damage. +  * **Dismount (DM):** when a combatant uses a polearm or lance against a target mounted on a horse (or similar mount) he can declare he intends to dismount the target.  If he scores a hit, the target suffers no damage, but must make a Saving Throw, or he will be knocked prone to the ground, off his horse.  He must make a second save or he will be stunned, missing his next round, and suffer 1d4 damage. 
-Hurl (H): some weapons may be thrown at enemies, usually with ranges of 10/20/30. +  * **Hurl (H):** some weapons may be thrown at enemies, usually with ranges of 10/20/30. 
-No Dungeon (ND):  Lances and Pikes usually can’t be used inside a dungeon or building.+  * **No Dungeon (ND**):  Lances and Pikes usually can’t be used inside a dungeon or building. 
 +  * **Foot Only (FO)**:  these weapons cannot be used from horseback
  
-MISSILE WEAPONS: +=====MISSILE WEAPONS===== 
-Missile Weapons are defined by + 
-Damage Type:  Bludgeoning, Slashing, Piercing, Crude, which have the same effects as melee weapon damage types.  Note that crossbows are rated as P/B because they gain the +1 to hit bonus against both plate and chain armors, not because of any actual bluntness. +Missile Weapons are defined by\\ 
-Weight:  Light, Normal, Heavy, Very Heavy:  indicate how damage is calculated and also Heavy and Very Heavy weapons can inflict knockdowns, like melee weapons. + 
-Rate of Fire (ROF):  1,2,1/2, 1/3:  A weapon with an ROF of 1 can be shot once per round.  A weapon with an ROF of 2 can be shot twice per round, if the shooter does not move in the round.   A weapon with an ROF of ½  requires a full round (attack and move) to reload the weapon.   A weapon with an ROF of 1/3 requires 2 full rounds (attack and move) to reload the weapon.  +  * **Damage Type:**  Bludgeoning, Slashing, Piercing, Crude, which have the same effects as melee weapon damage types.  Note that crossbows are rated as P/B because they gain the +1 to hit bonus against both plate and chain armors, not because of any actual bluntness. 
-Range:  each range is given in three increments (10/20/30) the first number is feet indoors or yards outdoors for short range, the second medium, the third long.   Shots made at short range receive  a +1 to hit, while shots made at long range receive a -1 to hit.+  *** Weight:**  Light, Normal, Heavy, Very Heavy:  indicate how damage is calculated and also Heavy and Very Heavy weapons can inflict knockdowns, like melee weapons, but the Extra Attack benefits for using a lighter weapon against a heavier do not apply to missile weapons.\\ 
 +  * **Rate of Fire (ROF)**:  1,2,1/2, 1/3:  A weapon with an ROF of 1 can be shot once per round.  A weapon with an ROF of 2 can be shot twice per round, if the shooter does not move in the round.   A weapon with an ROF of ½  requires a full round (attack and move) to reload the weapon.   A weapon with an ROF of 1/3 requires 2 full rounds (attack and move) to reload the weapon.  
 +  * **Range**:  each range is given in three increments (10/20/30) the first number is feet indoors or yards outdoors for short range, the second medium, the third long.   Shots made at short range receive  a +1 to hit, while shots made at long range receive a -1 to hit.
  
revised_weapon_rules.1618425548.txt.gz · Last modified: 2021/04/14 18:39 by dave