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2009-04-10 03:20:31
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      This is an index of the weaponry for Fantasma. All units which carry weapons, from the most mundane to the most arcane, are in this listing. The rules for weapons shall also be listed here to some detail, but not in their full extent.


~: Swords :~



Dagger

      The dagger is a basic and cheap sword weapon. It deals a low amount of damage, but it's first attack with higher (and consistent) piercing strike give it some chance to be good against plate armor. The dagger is a common weapon for bandits more than armies, and easily replaced by a spade or other higher sword. It's only saving grace is the customizable special, depending on the model of the dagger. The Swordbreaker is a powerful defensive option, allowing for a chance that the enemy could be disarmed from a broken weapon. The Parrying Dagger decreases the overall damage a unit will take from combat by increasing their defensive abilities. The throwing dagger offers a one time ranged strike, which can be good for guerrilla strikes on armies.
Cost: 5 Gold (50cr.)
Resources: 1lbs (0.4kg) of Iron
Built At: Blacksmith
Build Time: 3 Days
---
Charge: 2 Piercing
Normal: 1-2 Cutting
Special: ***
Defense: +1 Block Chance.
Equip: 1 Handed
Range: 1
Shots: ***

***One Dagger type available for default, other dagger types must be researched.
Swordbreaker: If an attack is blocked, there is a 1 in 6 chance that the enemy's weapon will be broken.
Parrying Dagger: +1 Defend Stat for unit. (Increases Block Chances to +2)
Throwing Dagger: Charge attack damage, weapon can be thrown for 5 range.


Spade

      The spade is a classic double-edged sword. For field use, the spade is a perfect economy weapon that can hold its own, even against much larger weapons. A constant damage range in normal combat makes the spade dependable, and a decent first attack with chopping damage can be effective in raids. Spades offer little in the way of specials, which can make them mundane weapons in a more complicated fight. The only special is a higher piercing strike, good for fighting against plate armor.
Cost: 10 Gold (100cr.)
Resources: 3lbs (1.4kg) of Iron
Built At: Blacksmith
Build Time: 5 Days
---
Charge: 2-3 Chopping
Normal: 2-2 Cutting
Special: 2-3 Piercing
Defense: +2 Block Chances.
Equip: 1 Handed
Range: 1
Shots: N/A


Saber

      The saber is a perfect slicing weapon. It can decimate lightly armored troops, and in the hands of a skilled swordsman, the saber will usually kill lighter troops in a single strike. Construction time can be prohibitive, but resource cost to construct usually makes up for it. A lack of diverse strike damages can also make saber wielders weaker against armored enemies, particularly plate armor.
Cost: 15 Gold (150cr.)
Resources: 2lbs (0.9kg) of Iron
Built At: Blacksmith
Build Time: 10 Days
---
Charge: 2-4 Cutting
Normal: 2-3 Cutting
Special: 3-4 Cutting
Defense: +2 Block Chances.
Equip: 1 Handed
Range: 1
Shots: N/A


Zweihander

      The Zweihander is a massive sword, usually fielded by shock troops to give a massive single blow to enemies. The two-handed nature of such a weapon slows movement of troops, making the weapon a tactical handicap in certain situations. The weapon really shines in the hands of infantry, especially in anti-cavalry formations where the extra range for the blade allows them to attack the rider directly.
Cost: 25 Gold (250cr.)
Resources: 6lbs (2.8kg) of Iron
Built At: Blacksmith
Build Time: 10 Days
---
Charge: 3-6 Chopping
Normal: 3-4 Cutting
Special: 4-6 Chopping
Defense: +3 Block Chances. (Favors main hand)
Equip: 2 Handed
Range: 1-2
Shots: N/A


Sword Spear

      The Sword Spear is a single-edged bladed sword on the tip of a staff, thus the namesake of sword spear. Used similarly to halberds and other polearms, the Sword Spear is at its truest use an anti-cavalry weapon. With the extra length, leverage is well applied to give a more powerful blow with a higher damage range than regular swords. Cost is cheap, good for fielding en masse.
Cost: 12 Gold, 1 Silver (125cr.)
Resources: 2lbs (0.9kg) of Iron, and 1 staff
Built At: Blacksmith & Poleturner
Build Time: ~5 Days
---
Charge: 2-4 Chopping
Normal: 2-3 Cutting
Special: 3-5 Cutting
Defense: +4 Block Chances.
Equip: 2 Handed
Range: 1-2
Shots: N/A


~: Axes :~



Hand Axe

      The Hand Axe is a light weapon that is good for skirmishing, providing additional attack power to any unit fielding such a weapon. Light and incredibly cheap, Hand Axes are often found to be tribal weapons for their limited need of resources to construct. The added benefit of a possible ranged attack can also prove to be useful, adding some guerrilla combat potential.
Cost: 2 Gold, 1 Silver (25cr.)
Resources: 0.5lbs (0.2kg) of Iron, and 0.25 staff
Built At: Blacksmith & Poleturner
Build Time: 2 Days
---
Charge: 1-2 Chopping
Normal: 1-1 Chopping
Special: +1 Attack Stat
Defense: +1 Block Chance.
Equip: 1 Handed
Range: 1 (5 if thrown)
Shots: 1*


Saddle Axe

      The Saddle Axe, so named because it is often seated into a saddle as a secondary weapon for cavalry. As a field weapon, it suits well for a small battle axe, even granting the additional attack power which is attributed with axes. A prohibitively large damage range can make the weapon somewhat undependable, but the cheap cost (including that of resources) can make a Saddle axe an alternative if resources are lower.
Cost: 5 Gold (50cr.)
Resources: 1lbs (0.4kg) of Iron, and 0.5 staff
Built At: Blacksmith & Poleturner
Build Time: 3 Days
---
Charge: 1-3 Chopping
Normal: 1-2 Chopping
Special: +1 Attack Stat
Defense: +2 Block Chances.
Equip: 1 Handed
Range: 1
Shots: N/A


Battle Axe

      The Battle Axe is a powerful melee weapon, easily able to rend foes asunder with its damage alone. Adding in the attack potential inherent with axes, and the weapon becomes even more threatening to enemies. The cheaper cost by comparison to other similarly scaled weapons makes the battle axe a much more viable option.
Cost: 7 Gold, 1 Silver (75cr.)
Resources: 2lbs (0.9kg) of Iron, and 0.5 staff
Built At: Blacksmith & Poleturner
Build Time: 4 Days
---
Charge: 2-4 Chopping
Normal: 2-3 Chopping
Special: +1 Attack Stat
Defense: +2 Block Chances.
Equip: 1 Handed
Range: 1
Shots: N/A


War Axe

      The War Axe is a heavy double-headed axe designed specifically for melee skirmishing. While offering no better damage than the Battle Axe (particularly since it's off balance with the additional head), the War Axe is astoundingly easier to hack and slash with in melee. Back and forth attack slashing makes the War Axe a threatening sight to behold in the hands of a berserker. If not for the prohibitive weight and necessary two-handed equipping, the War Axe would be better than many other weapon options. The lack of an Attack bonus also adds to it's handicap, but overall the weapon can make minced meat in melee combat.
Cost: 10 Gold (100cr.)
Resources: 3lbs (1.4kg) of Iron, and 0.75 staff
Built At: Blacksmith & Poleturner
Build Time: 7 Days
---
Charge: 3-6 Chopping
Normal: 3-4 Chopping
Special: Double Attack!
Defense: +3 Block Chances. (Favors Main Hand)
Equip: 2 Handed
Range: 1
Shots: N/A


Halberd

      The Halberd is a small axe integrated into a spear design, and in many cases an additional hook shape is placed opposite the axe blade. A versatile anti-cavalry weapon, a Halberdier is perfectly able to hold their ground in any kind of conflict. Their initial piercing strike allows them to combat armor easily, and normal attacking is not exceptional but can be adequate for combat. Hooking Cavalry with a special attack makes them drop the cavalry troop to the ground, where they are vulnerable to any infantry.
Cost: 12 Gold, 1 Silver (125cr.)
Resources: 2lbs (0.9kg) of Iron, and 1 staff
Built At: Blacksmith & Poleturner
Build Time: ~5 Days
---
Charge: 2-4 Piercing
Normal: 1-3 Chopping
Special: "Hook" - Drops Cavalry from their mounts.
Defense: +4 Block Chances.
Equip: 2 Handed
Range: 1-2
Shots: N/A


~: Maces :~



Truncheon

      The Truncheon is a small staff-like club that is intended to bludgeon a target. While not spectacular, the Truncheon does offer a decent defense bonus which will allow it to be a bit more effective for tougher soldiers. The damage is mediocre, but can overwhelm armored opponents if left unchecked. Commonly seen as a weapon for justice enforcers, not particularly fielded in armies.
Cost: 1 Gold (10cr.)
Resources: 0.25 staff
Built At: Poleturner
Build Time: 1 Day
---
Charge: 1-2 Impact
Normal: 1-1 Impact
Special: +1 Defense Stat
Defense: +1 Block Chance.
Equip: 1 Handed
Range: 1
Shots: N/A


Mace

      The Mace is a typical anti-armor weapon, used frequently to combat plate armor. Underestimated for it's simple design, the Mace is quite capable to field in combat. The added defensive bonus, and impacting attack make the weapon a perfect choice for shield-bearers defending more vulnerable troops, such as archers or spearmen.
Cost: 5 Gold (50cr.)
Resources: 2lbs (0.9kg) of Iron, and 0.5 staff
Built At: Blacksmith & Poleturner
Build Time: 4 Days
---
Charge: 1-3 Impact
Normal: 1-2 Impact
Special: +1 Defense Stat
Defense: +2 Block Chances.
Equip: 1 Handed
Range: 1
Shots: N/A


Warhammer

      Warhammers are a a step up from Maces, providing a heftier weight to swing around in the heat of battle, and dealing quite a bit of armor crushing damage. Warhammers have a good range of damage, allowing for a quick death to be dealt with a defensive bonus making them far less weak to such damage. Often fielded by dwarves, particularly those bearing shields for a supreme defense, making use of the warhammer's one-handed hold. Though cheap for its class, they can be a big costly in resources.
Cost: 6 Gold, 1 Silver (65cr.)
Resources: 5lbs (2.3kg) of Iron, and 0.5 staff
Built At: Blacksmith & Poleturner
Build Time: 5 Days
---
Charge: 2-3 Impact
Normal: 1-3 Impact
Special: +1 Defense Stat
Defense: +2 Block Chances.
Equip: 1 Handed
Range: 1
Shots: N/A


Maul

      The Maul is a terrifying hammer, designed for use to break down castle gates. With its massive impacting attacks, the Maul easily accomplishes this. Few armors will protect well against this massive weapon, particularly if its special (very high) attack should strike. Though it loses the defend bonus attributed to Maces, the sheer attack power available against armor makes it a potent weapon for charge tactics against knights.
Cost: 12 Gold (120cr.)
Resources: 10lbs (4.5kg) of Iron, and 1 staff
Built At: Blacksmith & Poleturner
Build Time: 7 Days
---
Charge: 3-6 Impact
Normal: 2-3 Impact
Special: 4-6 Impact
Defense: +3 Block Chances. (Favors Main Hand)
Equip: 2 Handed
Range: 1-2
Shots: N/A


Staff

      The Staff is a basic weapon, and with its production time and resource cost at absolute minimum for a weapon of its class, it can be fielded very quickly. It does lack in damage, but retains the defensive stat bonus along with an effective range. Good to field in early development or in times of poverty, but the staff usually fails to make it into the large assault strategies.
Cost: 2 Gold (20cr.)
Resources: 1 staff
Built At: Poleturner
Build Time: 1 Day
---
Charge: 1-2 Impact
Normal: 1-1 Impact
Special: +1 Defense Stat
Defense: +4 Block Chances.
Equip: 2 Handed
Range: 1-2
Shots: N/A


~: Spears :~



Javelin

      A spear designed for throwing, the Javelin can be a quick range option until archers are available. Since training is not required to thrown a javelin, it can be fielded easily. A good strategy when fielding javelins is to have it in a two-handed configuration with another weapon since the Javelin is the only one-handed spear. In such configuration, a javelin can be thrown and deal a wound to the target at range, thus making melee that much easier for the warrior.
Cost: 3 Gold, 1 Silver (35cr.)
Resources: 0.25lbs (0.1kg) of Iron, and 0.5 staff
Built At: Blacksmith & Poleturner
Build Time: 2 Days
---
Charge: 1-3 Piercing
Normal: 1-1 Piercing
Special: 2-3 Piercing
Defense: +2 Block Chances.
Equip: 1 Handed
Range: 1 (6 if thrown)
Shots: 1*


Spear

      A standard spear, and like all spears it is considered a two-handed weapon. In its class, the Spear has a special attack that has a higher damage range, thus making it much more lethal. With an additional range advantage, the spear can be even more effective and act as cheap anti-cavalry armament. Spear wielders excel in attack patterns, so it's best to have other troops to defend them if combat should come to close-in-melee.
Cost: 5 Gold (50cr.)
Resources: 0.5lbs (0.2kg) of Iron, and 1 staff
Built At: Blacksmith & Poleturner
Build Time: 4 Days
---
Charge: 2-3 Piercing
Normal: 1-2 Cutting
Special: 2-4 Piercing
Defense: +4 Block Chances.
Equip: 2 Handed
Range: 1-2
Shots: N/A


Partisan

      A spear that excels where other spears fail, the Partisan is designed to fight in melee. With the two-handed nature and extra range attributed to spears, a fielded partisan bearer can be a force to reckon with, even in low numbers. In its class, it is rather expensive, but the partisan delivers a punishing damage range that rivals and even exceeds the saber sword. However, like the saber, the Partisan's articulate spearhead costs it a lengthy build time, thus making it a little more difficult to field quickly.
Cost: 10 Gold (100cr.)
Resources: 1lbs (0.4kg) of Iron, and 1 staff
Built At: Blacksmith & Poleturner
Build Time: 6 Days
---
Charge: 3-4 Piercing
Normal: 2-3 Cutting
Special: 3-4 Piercing
Defense: +4 Block Chances.
Equip: 2 Handed
Range: 1-2
Shots: N/A


Lance

      A cavalry spear, with the intention of mowing down soldiers and skewering them. Lances can be fielded on the ground, but they are largely ineffective in all but ranged charges. As the grip encompasses the entire hand, the Lance offers an odd defensive stat bonus which can make it a better option in sieges where you have choke points to defend.
Cost: 15 Gold (150cr.)
Resources: 2lbs (0.9kg) of Iron, and 1 staff
Built At: Blacksmith & Poleturner
Build Time: 7 Days
---
Charge: 4-6 Piercing
Normal: 1-2 Impact
Special: +1 Defense Stat
Defense: +3 Block Chances. (Favors Main Hand)
Equip: 2 Handed (Can be 1 Handed, but changes charge attack to 3-5 Piercing)
Range: 1-2
Shots: N/A


Pike

      An anti-cavalry spear, with the highest charge damage available for any weapon along with the highest damage range of any weapon. Capable of killing rider and mount in a single attack, the Pike is a fearsome weapon. However its most blinding weakness is in melee, where the spear is horrifically underpowered with no attack capability. It's range only runs from 2 to 3, thus making any warrior that passes through to 1 range immune to further attacks from the pikeman. A common strategy to avoid this danger is to have defenders block off that space, thus allowing the pikeman to at least deliver their mediocre impact damage once the charge attack is used.
Cost: 3 Gold, 1 Silver (35cr.)
Resources: 0.5lbs (0.2kg) of Iron, and 2 staves
Built At: Blacksmith & Poleturner
Build Time: 4 Days
---
Charge: 2-7 Piercing
Normal: 1-1 Impact
Special: N/A
Defense: +2 Block Chances.
Equip: 2 Handed
Range: 2-3
Shots: N/A


~: Bows :~



Sling

      Basic ranged weapon, the Sling is a simple band of leather with a cup to hold stones that are swung around until released. Offering a small impact chance, the stones can break bone, or even deliver a deathblow if a strike to the head is made. Usually slings are very basic, and are fielded only by primitive armies. Any nation with some power will usually opt for bows over the sling. A downside not to be overlooked would be the -1 Defense stat, defend your slingers or they will be cut down quickly.
Cost: 1 Silver (5cr.)
Resources: 0.25 Leather
Built At: Fletcher or Tanner
Build Time: 1 Day
---
Ranged: 1-2 Impact
Normal: N/A
Special: -1 Defense Stat
Defense: No Block Chance.
Equip: 1 Handed
Range:
      - Minimum: 1
      - Effective: 7
      - Maximum: N/A
Shots: 10 (Stones)


Shortbow

      A good bow for starting archers, particularly when they need to be mass produced. Shortbows have a blinding downside of -1 Defense stat, which makes it even more troubling that they are two handed weapons. If not for the Maximum range allowance and high damage range, this weapon would be little better than the sling. However, the possibility of a 4 in piercing could be a single hit kill.
Cost: 2 Gold, 1 Silver (25cr.)
Resources: 0.5 Yew
Built At: Fletcher
Build Time: 2 Days
---
Ranged: 1-4 Piercing
Normal: N/A
Special: -1 Defense Stat
Defense: No Block Chance.
Equip: 2 Handed
Range:
      - Minimum: 1
      - Effective: 7
      - Maximum: 14
Shots: 10 (Arrows)
Requires Archer training to wield!


Arming Bow

      A bow that takes away the blinding melee disadvantage, converting the bow into a field weapon that allows archers to defend themselves. The Arming bow does lack a little in effective range, but has a slightly higher maximum range to make up for it. A little expensive, especially considering the next class of bow is cheaper, however the ability to attack in melee with some effectiveness better than a dagger can offer, the Arming Bow can be an interesting option.
Cost: 12 Gold, 1 Silver (125cr.)
Resources: 0.5lbs (0.2kg) of Iron, and 0.75 Yew
Built At: Blacksmith & Fletcher
Build Time: 5 Days
---
Ranged: 1-3 Piercing
Normal: 1-2 Cutting
Special: 2-2 Cutting
Equip: 2 Handed
Defense: +2 Block Chances.
Range:
      - Minimum: 1
      - Effective: 6
      - Maximum: 15
Shots: 10 (Arrows)
Requires Archer training to wield!


Longbow

      The longbow is the premiere weapon of choice for any archer, offering the best range of any basic weapon. The longbow has a very good damage range and capability that allows the oversight of its -1 Defense stat. An effective range of 10 makes it difficult to run down an longbow wielder. The particularly best part about the longbow is the easy cost, making this weapon very easy to field if bowmen are available.
Cost: 7 Gold, 1 Silver (75cr.)
Resources: 1 Yew
Built At: Fletcher
Build Time: 4 Days
---
Ranged: 2-5 Piercing
Normal: N/A
Special: -1 Defense Stat
Defense: No Block Chance.
Equip: 2 Handed
Range:
      - Minimum: 1
      - Effective: 10
      - Maximum: 30
Shots: 10 (Arrows)
Requires Archer training to wield!


Crossbow

      Crossbows are listed here for a taste of experimental weaponry. The Crossbow differs from other bows in that the -1 defense stat is absent, but does not quite offer the melee capability of the arming bow. A steady, constant, very high damage capability and no archery training required makes the crossbow an excellent weapon for militia. Especially effective in use when defending, the Crossbow can puncture most armor since it always strikes with high damage. Expensive and lengthy to build, but worthwhile upgrade to ranged troops.
Cost: 25 Gold (250cr.)
Resources: 1lbs (0.4kg) of Iron, and 1 Trigger-stock
Built At: Machinist
Build Time: 10 Days
---
Ranged: 4-4 Piercing
Normal: 1-1 Impact
Special: N/A
Defense: +2 Block Chances.
Equip: 2 Handed (Can be 1 Handed, but reduces effective range to 6, and maximum range become 12.)
Range:
      - Minimum: 1
      - Effective: 12
      - Maximum: N/A
Shots: 10 (Arrows)
Weapon must be researched, not available for default.


~: Flails :~



Whip

      The whip is a weapon that is not easily fielded, particularly since it has a very low damage output. Though cutting, the damage is nearly insignificant and if not for the charge attack having a +1 Attack Stat, the weapon would be useless in combat. The whip has range, and a linear area-of-effect, but can only hit one target at a time. This allows it to strike multiple times at dodging targets, increasing the chance for a hit on nearby enemies as well. Overall, the weapon could only work if fielded in two-handed configuration, as a double strike might offer better damage dealing at range.
Cost: 2 Gold, 1 Silver (25cr.)
Resources: 1 Leather
Built At: Tanner
Build Time: 2 Days
---
Charge: +1 Attack Stat
Normal: 1-1 Cutting
Special: Linear AOE (Attacks 3 adjacent spaces at a time, can only hit 1 target.)
Defense: No Block Chance.
Equip: 1 Handed
Range: 1-3
Shots: N/A


Nunchaku

      The nunchaku is a basic flail, comprised of a pair of truncheons using a leather strap to hold them together. It can be effective in dealing impact strikes, but the build time is lengthy for what it offers. A +1 Attack Stat in charge attacks can make the weapon effective, and a special that is consistently decent can make the Nunchaku a fielded weapon. However, the melee range can be a handicap for the weapon, but still a decent option.
Cost: 3 Gold, 1 Silver (35cr.)
Resources: 0.5 Staff, and 0.25 Leather
Built At: Poleturner & Tanner
Build Time: 4 Days
---
Charge: +1 Attack Stat
Normal: 1-2 Impact
Special: 2-2 Impact
Defense: +4 Block Chances.
Equip: 2 Handed
Range: 1
Shots: N/A


Morning Star

      The Morning Star is the quintessential flail, defined by it's spiked ball at the end of a chain appearance. A flexible impact/piercing strike make it adaptable against any armor (dealing half of each kind of damage). The increased attack stat on charge attacks gives the morning star a very effective first punch, added to the linear area-of-effect special strike. Morning stars are particularly good to field, making short work of many types of enemies.
Cost: 8 Gold (80cr.)
Resources: 3lbs (1.4kg) of Iron, and 0.5 staff
Built At: Blacksmith & Poleturner
Build Time: 5 Days
---
Charge: +1 Attack Stat
Normal: 1-3 Impact & Piercing
Special: Linear AOE (Attacks 3 adjacent spaces at a time, can only hit 1 target.)
Defense: +1 Block Chance.
Equip: 1 Handed
Range: 1
Shots: N/A


Scourge

      An attempt to make a whip a weapon of war, the Scourge is a cross between sword and whip that developed a costly flail which delivers some results. The cost of a Scourge somewhat belay its ability to deal death, and so they are a rare sight in battle. The +1 attack stat on a charge attack, along with the linear area-of-effect greatly compliment the steady 2 damage it will deliver at range, but as a two-handed weapon the tactical costs can outweigh these small advantages. Not particularly a fielding weapon, perhaps effective for troops you wish to keep from harm but in that case the spear may be a better option, even if lesser in range.
Cost: 20 Gold (200cr.)
Resources: 3lbs (1.4kg) of Iron, and 1 Leather
Built At: Blacksmith & Tanner
Build Time: 10 Days
---
Charge: +1 Attack Stat
Normal: 2-2 Cutting
Special: Linear AOE (Attacks 3 adjacent spaces at a time.)
Defense: +1 Block Chance.
Equip: 2 Handed
Range: 1-3
Shots: N/A


Sickle-Flail

      The hand of death itself, groomed from a simple reaping tool into a shearer of men. Sickle-Flails are the most effective flail, grappling all the advantages of a flail into a single weapon and giving an acceptable damage dealing potential to suit such a weapon. However, the weapon is perhaps the most costly to construct, and even outweighs the mighty Zweihander in build time. The major contributor to the weapon is the range and charge bonus, but the separator from other flails is the damage potential. If they can be afforded to field en masse, the Sickle Flail could be a terror to large armies of under-armored troops.
Cost: 25 Gold (250cr.)
Resources: 5lbs (2.3kg) of Iron
Built At: Blacksmith
Build Time: 14 Days
---
Charge: +1 Attack Stat
Normal: 2-4 Cutting
Special: Linear AOE (Attacks 3 adjacent spaces at a time.)
Defense: +4 Block Chances.
Equip: 2 Handed
Range: 1-3
Shots: N/A


~: Shields :~



Buckler

      A small shield designed more for deflection rather than any particular measure of defense. Surprisingly effective for melee, especially in early development. As one of two shields that can attack, it also has a secondary weapon function (of course, only mediocre impact damage). The shield itself hardly covers the hand, but the cost and ease of construction make it a shield that is easy to field.
Cost: 5 Gold (50cr.)
Resources: 1lbs (0.4kg) of Iron or Wood
Built At: Blacksmith or Carpenter
Build Time: 2 Days
---
Brace: +1 Defense Stat
Normal: 1-1 Impact
Special: +1 Defense Stat
Defense: +2 Block Chances.
Equip: 1 Handed
Range: 1
Shots: N/A


Heater

      A shield that backward developed from the cavalry prone kite shield, the Heater was made shorter to accommodate use by infantry. This use allows it to strike in attack, just like a Buckler, without having such cumbersome weight to make it a threat to balance to do so. Heaters are often seen in the hands of knights, thus explaining the similar shape on their coat of arms. Knights which can afford to do so often customize their shields with their very escutcheon, providing a small bravery effect. Good shields to field, and can be effective long into combat.
Cost: 10 Gold (100cr.)
Resources: 2lbs (0.9kg) of Iron or Wood
Built At: Blacksmith or Carpenter
Build Time: 4 Days
---
Brace: +2 Defense Stat
Normal: 1-1 Impact
Special: +1 Defense Stat
Defense: +2 Block Chances.
Equip: 1 Handed
Range: 1
Shots: N/A


Kite

      A shield developed for Cavalry, with a lengthened design resembling a kite that was to provide defense for the mount as well as the rider. Kite shields are cumbersome on the ground, so they do not allow for a brunt force attack, and while riding the concentration is placed too much upon defense should the shield be concentrated at all upon. The kite shield provides a great defense, particularly for cavalry.
Cost: 15 Gold (150cr.)
Resources: 3lbs (1.4kg) of Iron or Wood
Built At: Blacksmith or Carpenter
Build Time: 6 Days
---
Brace: +3 Defense Stat
Normal: N/A
Special: +2 Defense Stat
Defense: +3 Block Chances. (Favors Main Hand)
Equip: 1 Handed
Range: 1
Shots: N/A


Scuta

      A shield that wraps and surrounds the entire body of the soldier, which can make it cumbersome for cavalry. However, on the ground the shield provides an excellent protection against all manner of attacks. If not so expensive, the Scuta would easily be a better option for infantry. Should expense not be an issue, having an army fielding Scuta would certainly survive conflicts more than armies fielding any other shield
Cost: 20 Gold (200cr.)
Resources: 4lbs (1.8kg) of Iron or Wood
Built At: Blacksmith or Carpenter
Build Time: 8 Days
---
Brace: +4 Defense Stat
Normal: N/A
Special: +2 Defense Stat
Defense: +3 Block Chances. (Favors Main Hand)
Equip: 1 Handed
Range: 1
Shots: N/A


Pavise

      The Pavise is a large shield, designed specifically with whole-body protection in mind. In the event of attack, very few strikes can puncture a Pavise, particularly since the Pavise handler is not fielding anything else to concentrate on. By itself, the Pavise is useless, but in situations where a solid shield is needed to defend weaker troops, such as spear wielders or archers, the Pavise offers a wall of armor that no other shield can provide. Expensive to build, so field in small supply and only in areas where needed. For best results, train troops with higher defense to become Pavisers, stacking the defense to a possible 8-10 total.
Cost: 25 Gold (250cr.)
Resources: 5lbs (2.3kg) of Iron or Wood
Built At: Blacksmith or Carpenter
Build Time: 10 Days
---
Brace: +5 Defense Stat
Normal: N/A
Special: +3 Defense Stat
Defense: +4 Block Chances.
Equip: 2 Handed
Range: 1
Shots: N/A


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2004-06-18 [Benu]: Artillery is spelled wrong which effects a link so you should deal with it if it's not too much of a problem.

2004-06-18 [Adaman]: okay, I'll mess with that bit

2004-06-18 [Adaman]: Okay, it's been fixed

2004-06-18 [Benu]: Thanks!

2004-06-18 [Adaman]: You're Welcome, General Editor lol

2004-07-07 [Adaman]: All weapons must be edited, standards in most cases will be Iron (or Wood), although with a sufficient reason I will allow Steel for default.

2004-07-10 [dragonslammer]: umm do i have to worry about weapons right now or no?

2004-07-11 [Benu]: if you are making a character you need to be armed, in other words, yes.

Number of comments: 28
Older comments: (Last 200) .1. 0

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