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Page name: WoW - Simple Weapons [Logged in view] [RSS]
2013-07-13 05:45:14
Last author: Duredhel
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Simple Weapons






Basic vs Advanced

Winter of Wolves is a Rule-based RP, but that doesn't mean we want players to have to crunch numbers and learn the whole system to play. Pretty much all of the game can be played with basic rules, for which you only need to know the information written out here. Sometimes, there will be advanced rules which can be handled back stage by the GM, whenever you see text Written like this, these are advanced rules and you can feel free to ignore them if you don't want to get into the mechanics of the RP.










Stabbing Weapons






Dagger
Daggers are basic short metallic blades affixed to a wooden or leather handle. They are easy to make and maintain as well as extremely useful and may be the preferred side-arm of a royal guard as well as the instrument of a knave from the slums.
Power: 0
Damage: 1
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
Thrown: This weapon can be thrown to a range equal to the character's throw skill and a power score equal to their strength.
Size: Small

Cost: 14 Guerrmarks
Weight: 2

Rondel
Rondel daggers are straight blades designed for piercing through the joints of heavy armor. Originally of Daguerrian design, they were for a long time considered a relic of a by-gone age, with most conflicts being decided with firearms. Now after the war, with limited resources and plenty of old suits of armour, they've seen a resurgence.
Power: +1
Damage: 1
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities: n/a
Size: Small

Cost: 16 Guerrmarks
Weight: 2

Stiletto
Stiletto's are a favorite weapon of killers. A thin, long and somewhat fragile blade, they are not ideal for armored opponents. However, against an opponent not expecting a fight, the length and sharpness of the dagger makes it likely to kill in one blow.
Power: -1
Damage: 2
Range: 1
Ammunition: n/a
Penalties:
Fragile: -1 Difficulty to Break. 
Special Qualities:
Coup de Grace: Criticals deal triple damage against humans.
Size: Small

Cost: 14 Guerrmark
Weight: 2

Short Sword
Short swords are long knifes often used for indoor combat, where a longer blade would be a liability. DaGuerrians regard them mostly as obsolete weapons, like many martial weapons of past ages, but they still enjoy some popularity in more violent circles.
Power: 0
Damage: 2
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
Side-arm: +1 to Block.
Size: Regular

Cost: 30 Guerrmarks.
Weight: 3

Pick
Picks are actually tools which can be used for combat. They are easy to wield and readily available, but considered an ungentlemanly weapon, used by people poor enough to work the mines. In reality, they focus all the wielder's strength into a point small enough to pierce most armor, effective, if a bit unwieldy and slow.
Power: +2
Damage: 3
Range: 1
Ammunition: n/a
Penalties:
Slow: -1 to Strike
Special Qualities: n/a
Size: Regular

Cost: 22 Guerrmarks
Weight: 5




Slashing Weapons






Hatchet
A hatchet is a utilitarian tool and side-arm, preferred by rangers over daggers and long knives because of their many uses. In combat, the hatchet is strong but it's small size makes it unlikely to deal massive damage.
Power: 0
Damage: 1
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities: n/a
Size: Regular

Cost: 22 Guerrmarks
Weight: 3

Sickle
Sickles are another tool that can double as a weapon in a pinch. Originally used to slice mushrooms or winter-grass from underground farms, they can hook onto the clothes or weapons on an enemy to keep them from moving away.
Power: -1
Damage: 1
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
Hook: May be used to hold the enemy in place at +1 Difficulty.
Size: Regular

Cost: 14 Guerrmarks
Weight: 2

Scythe
Before the winter, when fields of grain and wheat existed, scythes were used to sow the fields. Now they are a relic, having little use except being combat weapons. Their size and weight, however makes them unwieldy and somewhat ineffective.
Power: 0
Damage: 3
Range: 2
Ammunition: n/a
Penalties:
Pole-arm: May not be used to attack enemies adjacent to the character.
Unwieldly: +1 Difficulty to strike.
Special Qualities:
Sever: Double chance of cutting off a hand or foot in a critical hit.
Size: Very Large

Cost: 48 Guerrmarks
Weight: 10

Machete
Machetes are technically long knives but they function more like hatchets. They are favored by the Kkalla, who used similar Knives to clear shrubbery and open new trade routes in their ancestral home. Like the hatchet, it is preferred side-arm for rangers who venture out in the cold.
Power: 0
Damage: 2
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
Sever: Double chance of cutting off a hand or foot in a critical hit.
Size: Regular

Cost: 30 Guerrmarks
Weight: 3

Billhook
Billhooks are pole-arms used by footmen in old open wars before the winter. Peasants armed with bill hooks would use them to pull down horsemen in the midst of battle. Now a billhook is a rare sight, as there are no massive battles, no peasants, and no horsemen.
Power: -1
Damage: 3
Range: 3
Ammunition: n/a
Penalties:
Pole-arm: May not be used to attack enemies adjacent to the character.
Slow: -1 to Strike.
Special Qualities:
Hook: May be used to hold the enemy in place at +1 Difficulty.
Size: Very Large

Cost: 26 Guerrmarks
Weight: 9




Bludgeoning Weapons






Club
A club is a simple weapon, a chunk of wood with a smaller handle, usually wrapped in leather. It can be made easily in the wilderness in a pinch, but is only truly useful against unarmored opponents.
Power: -3/-2
Damage: 1
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
Size: Large

Cost: 8 Guerrmarks
Weight: 3

Staff
A simple walking stick used by rangers and miners, in the hands of a trained warrior, a staff an unleash a flurry of blows that can be rather effective, but only against unarmored opponents.
Power: -3
Damage: 1
Range: 2
Ammunition: n/a
Penalties:
Pole-arm: May not be used to attack enemies adjacent to the character.
Special Qualities:
One-two; After a successful strike roll, the character may attempt another one.
Size: Very Large

Cost: 6 Guerrmark
Weight: 4

Spiked Club
A spiked club is a simple weapon for simple men, but effective nonetheless. Little more than a chunk of wood with a hastily crafted handle and some barbed wire around it. Though it is utterly incapable of piercing armor, it can rip through skin like a knife through paper.
Power: -3/-2
Damage: 1/2
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
Shred: As long as one point of damage is received from this weapon, the character is considered injured.
Size: Large

Cost: 16 Guerrmarks
Weight: 4

Metal Knuckles
Metal Knuckles are a favorite of brawlers and knaves. Easy to conceal and use, they are a common sight in the seedier parts of the lower city.
Power: -3
Damage: 1
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
One-two(Dual); After a successful strike roll, the character may attempt another one.
Dual Weapon: This weapon gains special abilities when one of it is wielded in each of the character's hands.
Size: Small

Cost: 8 Guerrmarks
Weight: 1

Maul
Mauls or Sledgehammers are tools used by miners down in the tunnels under the lower quarters of the city. Miners sometimes use them to fight, as they are capable of cracking plate armor with ease, but extremely slow and unwieldy.
Power: +1
Damage: 3
Range: 1
Ammunition: n/a
Penalties:
Unwieldly: +1 Difficulty to strike.
Special Qualities:
Stun: Whenever a character is struck with this weapon, he must beat an easy resist test or be stunned for a round of combat.
Size: Very Large

Cost: 46 Guerrmarks
Weight: 8




Missile Weapons






Sling
As many other more "primitive" or "medieval" weapons, a sling is a remnant from ages past, where open fields made missile weapons more viable. Nowadays it's more of a children's toy which may double as a weapon.
Power: 6
Damage: n/a
Range: 15
Ammunition: Lead Bullet, Stones.
Penalties:
Ranged: This weapon cannot be used in melee or thrown, it needs two hands to be wielded.
Reload: This weapon has a reload time of 1 action.
Special Qualities: n/a
Size: Small

Cost: 8 Guerrmarks
Weight: 1

Slingshot
Slingshots use a wooden arch with a handle and propel projectiles with the elasticity of a piece of rubber and leather affixed to the arch. This means they pack more power than a sling but have less effective range. They remain little more than a child's toy.
Power: 7
Damage: n/a
Range: 8
Ammunition: Lead Bullets, Stones
Penalties:
Ranged: This weapon cannot be used in melee or thrown, it needs two hands to be wielded.
Reload: This weapon has a reload time of 1 action.
Special Qualities: n/a
Size: Small

Cost: 18 Guerrmarks
Weight: 2

Dart x 5
Darts are used mostly for gentleman's games, throwing them against a target and scoring points according to how close they get to the center. They are composed of a heavy wooden body, a metal spike up front and a few feathers to make it fly straight. When thrown with enough force, they can become dangerous projectiles capable of piecing skin and even bone.
Power: n/a
Damage: 1
Range: n/a
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Special Qualities:
Thrown: This weapon can be thrown to a range equal to the character's throw skill and a power score equal to their strength.
Size: Very Small

Cost: 6 Guerrmarks
Weight: 1

Throwing Axe x 3
Throwing axes are small hatchets balanced in such a way they can be hurled easily at an opponent. They are uncommon weapons, but they have the advantage of being used for things other than fighting.
Power: -1
Damage: 1
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
Thrown: This weapon can be thrown to a range equal to the character's throw skill and a power score equal to their strength.
Size: Small

Cost: 22 Guerrmarks
Weight: 2

Blowgun
Blowguns are, much like slings, originally children's toys that can be re-purposed as weapons. Blowguns used to be a curiosity, a design brought from far away lands and used by children to hunt small critters like frogs and birds. Though very rare, they are actually a decent delivery method for things like poisoned darts and the sort.
Power: 6
Damage: n/a
Range: 8
Ammunition: Darts
Penalties:
Ranged: This weapon cannot be used in melee or thrown, it needs two hands to be wielded.
Reload: This weapon has a reload time of 1 action.
Special Qualities:
Size: Very Large

Cost: 10 Guerrmarks
Weight: 4




Polearms






Short Spear
Short spears are the simplest and most cheaply made of pole-arms. Small enough to wield one handed, many a would be warrior has started out using this kind of weapon, since they can be crafted with extreme ease and may still pierce through some armor.
Power: +1
Damage: 1
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities: n/a
Size: Regular

Cost: 10 Guerrmarks
Weight: 4

Pitchfork
Pitchforks were commonplace peasant weapons before the winter. The farm tools are largely obsolete now and the few that have not been melted for metal or harvested for wood may sometimes show up in street brawls.
Power: 0
Damage: 1
Range: 2
Ammunition:
Penalties:
Unwieldy: +1 Difficulty to strike.
Pole-arm: May not be used to attack enemies adjacent to the character.
Special Qualities:
Hook: May be used to hold the enemy in place at +1 Difficulty.
Size: Very Large

Cost: 14 Guerrmaks
Weight: 7

Spear
Spears are one of the favorite weapons of rangers and outlanders. They can double as a hunting tool, walking stick, they are easy to make and they may be used with one or two hands.
Power: 0/+1
Damage: 1/2
Range: 2
Ammunition: n/a
Penalties:
Pole-arm: May not be used to attack enemies adjacent to the character.
Special Qualities: n/a
Size: Large

Cost: 24 Guerrmarks
Weight: 6

Pike
Pikes were once designed for taking down horsemen in open fields. With their disappearance, there are few willing to carry around such a cumbersome and heavy weapon. Their length and heavy metal tip, though, remain an effective way to penetrate armor.
Power: +3
Damage: 3
Range: 3
Ammunition: n/a
Penalties:
Unwieldy: +1 Difficulty to strike.
Pole-arm: May not be used to attack enemies adjacent to the character.
Special Qualities:
Size: Very Large

Cost: 26 Guerrmarks
Weight: 10

Halberd
Halberds are another remnant of a more primitive age of combat. Today, they are unsuited to fight in the close quarters of the Royal City. Nevertheless, some more ancient martial orders still appreciate the massive damage the poleaxe can deal to an enemy if it manages to hit him.
Power: +1
Damage: 4
Range: 2
Ammunition: n/a
Penalties:
Unwieldy: +1 Difficulty to strike.
Pole-arm: May not be used to attack enemies adjacent to the character.
Special Qualities:
Hook: May be used to hold the enemy in place at +1 Difficulty.
Sever: Double chance of cutting off a hand or foot in a critical hit.
Size: Very Large

Cost: 26 Guerrmarks
Weight: 10



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2013-07-04 [Duredhel]: Whew, these are done. With any luck players can start buying equipment this weekend and we can start playing on monday :3

2013-07-04 [CuteCommander]: Yaaaaay :D

2013-07-14 [Ms. Steel]: ha ha. Darts. Thad might need darts.

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