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Page name: WoW - Martial Weapons [Exported view] [RSS]
2013-07-10 03:37:39
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Martial 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.










Swords






Rapier
Rapiers are the most popular blades used by Daguerrians. A sleek, elegant weapon, they are a gentleman's blade made for dueling. Most officers in the Royal army as well as noblemen favor this weapon.
Power: -2
Damage: 1
Range: 1
Ammunition: n/a
Penalties:
Fragile: -1 Difficulty to Break.
Special Qualities:
Riposte: Whenever an enemy attack is blocked or dodged with this weapon, the character may attack in turn.
One-two; After a successful strike roll, the character may attempt another one.
Size: Regular

Cost: 44 Guerrmarks
Weight: 3

Basket-Hilt Sword
Basket-hilt swords are straight blades that most soldiers in the royal armies use as their sidearm besides firearm. They are made to be strong and resilient and include a protective cage for the wielder's hand, protecting it from attempts to disarm them.
Power: 0
Damage: 2
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
Strong-grip: A character with this weapon cannot be disarmed with an attack.
Size: Regular

Cost: 28 Guerrmarks
Weight: 4

Longsword
These long, straight blades are another remnant of old Daguerre. Before firearms and the winter, men would wield these as they fought on foot, encased in suits of metal plate. Now, most longswords that remain are mostly ceremonial.
Power: 0/+1
Damage: 2/3
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities: n/a
Size: Large

Cost: 30 Guerrmarks
Weight: 4

Great Sword
These massive blades were once carried into battle by the mightiest medieval warriors in DaGuerre. Working like a scaled up longsword, these massive blades can crack armor and stun enemy warriors but are extremely hard to wield.
Power: +1
Damage: 3
Range: 1
Ammunition: n/a
Penalties:
Unwieldy: +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: 42 Guerrmarks.
Weight: 6

Falx
The falx is little more than a giant blade the size of a man's leg, attached to a handle just as large. Working like a hand guillotine more than a sword, they are considered crude and primitive weapons, unsuitable for combat indoors but capable of chopping a man in half.
Power: +2
Damage: 4
Range: 2
Ammunition: n/a
Penalties:
Pole-arm: May not be used to attack enemies adjacent to the character.
Unwieldy: +1 Difficulty to strike
Special Qualities: n/a
Sever: Double chance of cutting off a hand or foot in a critical hit.
Size: Very Large

Cost:36 Guerrmarks
Weight: 8




Battle Axes






Labrys
Unlike other, more utilitarian axes, the Labrys is a double headed axe designed for warfare. Like many ancient weapons, it is considered outdated for combat by most DaGuerrians.
Power: +1
Damage: 3
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: Very Large

Cost: 30 Guerrmarks
Weight: 5

Hafted Axe
A hafted axe is very similar to a hatchet, but whereas the hatchet is a utilitarian tool that doubles as a weapon, the hafted axe is a weapon first and foremost. Though axes are usually considered an outdated weapon, the hafted axe remains a favorite sidearm of the Royal Engineering Corps, as they venture into the cold darkness to tend to their duties.
Power: +1
Damage: 2
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
Size: Regular

Cost: 32 Guerrmarks
Weight: 4

Horseman's Axe
The horseman's axe was designed to be wielded from horseback and to penetrate heavier armor. The shaft of the axe is rather long, allowing for it to be wielded one or two handed, and it is complete with a spike to pierce through armor. Regardless, it rarely sees action now that armored footmen and horses are rare.
Power: +2/+3
Damage: 1/2
Range: 1
Ammunition: n/a
Penalties:
Special Qualities:
Size: Large

Cost: 32 Guerrmarks
Weight: 5

Bardiche
Arguably the only axe to truly remain a staple in the Daguerrian military after the appearance of gunpowder, the Bardiche is a large poleaxe with a massive crescent blade, facing inwards towards the shaft. The resulting weapon is still too large for close quarters, but can deal massive damage to unarmed opponents, such as gunmen.
Power: -2
Damage: 4
Range: 2
Ammunition: n/a
Penalties:
Pole-arm: May not be used to attack enemies adjacent to the character.
Slow: -1 to Strike
Special Qualities:
Sever: Double chance of cutting off a hand or foot in a critical hit.
Size: Very Large

Cost: 36 Guerrmarks
Weight: 8

Francisca x 2
The francisca is a special axe with a long handle and a strangely curved head, ending in a smaller than normal blade. Though it can be used to fight one handed, the true purpose of this nearly forgotten relic is to be thrown at the enemy. The axe is balanced it such a way it can be hurled with both hands, striking with enough force to sink into flesh and even knock down an enemy.
Power: 0
Damage: 2
Range: 1
Ammunition: n/a
Penalties:
Special Qualities:
Balanced: This weapon may be thrown in spite of it's size at +1 difficulty. To do so, it must be thrown with two hands.
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: Regular

Cost: 30 Guerrmarks
Weight: 4




Maces






Metalhead Cane
A gentleman's cane with a special metallic head may be used as a weapon if the need arises. The cane is usually perfectly balanced and light enough for quick, successive strikes. While it may not be a particularly effective weapon, it is certainly a symbol of status.
Power: -3
Damage: 1
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
Riposte: Whenever an enemy attack is blocked or dodged with this weapon, the character may attack in turn.
One-two; After a successful strike roll, the character may attempt another one.
Size: Regular

Cost: 34 Guerrmarks
Weight: 2

Warhammer
A warhammer is a powerful combination of combat hammer and pick designed to pierce through armor with ease. With time, and as armored opponents faded from the battlefield, most neglected its use.
Power: +2/+3
Damage: 1/2
Range: 1
Ammunition: n/a
Penalties: n/a
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: Large

Cost: 30 Guerrmarks
Weight: 5

Barmace
Barmaces are more modern weapons than other more "medieval" daguerrian weapons. Though extremely solid and strong, the made lacks the weight or size of previous ones. Instead, this weapon is designed for speed and has become a somewhat ceremonial weapon of the Royal School of Engineers, as many high Machinists wear them as a general would wear a decorated sword.
Power: +1
Damage: 2
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
One-two; After a successful strike roll, the character may attempt another one.
Size: Regular

Cost: 26 Guerrmarks
Weight: 4

Flanged Mace
Flanged maces were made to combat heavy armor, originally, their heavy heads stunning the knights within and cracking plate in the process. When heavy knights disappeared, the flanged mace, for the most part, went with them.
Power: +2
Damage: 2
Range: 1
Ammunition: n/a
Penalties: n/a
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: Regular

Cost: 34 Guerrmarks
Weight: 5

Morningstar
Like many other maces, the morningstar's original goal was to pierce heavy armor, however, the spiked head made it so the weapon could inflict more serious damage on unarmored opponents. Much like flanged maces, morningstars are a rare sight in today's world.
Power: +1
Damage: 3
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: Regular

Cost: 32 Guerrmarks
Weight: 5




Bows






Shortbow
Bows have fallen in disuse because of two reasons, the lack of open space to actually use them and the advent of advanced engineering weaponry. Some still use them, however, specially majai who cannot use or afford firearms or rangers who don't trust the fickle and complex weapons out in the extreme cold.
Power: 8
Damage: n/a
Range: 18
Ammunition: Arrows.
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: Regular

Cost: 16 Guerrmarks
Weight: 2

Longbow
Longbows are much larger than regular shortbows and would normally be used by rows of archers in a field of battle. Due to this fact, they've almost disappeared. Only a few rangers and people with archaic tastes still keep these weapons.
Power: 8
Damage: n/a
Range: 20
Ammunition: Arrows
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: Large

Cost: 26 Guerrmarks
Weight: 3

Composite Bow
Favorite of rangers and majai alike, the composite bow is probably the only traditional bow still in use. Brought to Daguerre by the Amiri, its small size, power and hardiness makes it a competitor for even more advanced weapons.
Power: 10
Damage: n/a
Range: 18
Ammunition: Arrows
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: Regular

Cost: 36 Guerrmarks
Weight: 2

Crossbow
Crossbows are engineering applied to the ancient bows. Using thick wire to instead of other, lesser fibers, as well as cogs and levers to set the metal or wooden bolts it fires in place. It is designed to pierce armor with nearly as much ease as a firearm would.
Power: 12
Damage: n/a
Range: 16
Ammunition: Wooden Bolts and Metal Bolts.
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 2 actions.
Special Qualities: n/a
Size: Regular

Cost: 40 Guerrmarks
Weight: 4

Repeating Crossbow
Repeating crossbows use an automated reload system which allows a lever to quickly load bolts from a magazine onto the weapon. The system, however, is fragile and it comes in exchange for a loss in penetrating power. Once the magazine is empty, more bolts need to be manually loaded.
Power: 10
Damage: n/a
Range: 16
Ammunition: Wooden Bolts and Metal Bolts.
Penalties:
Reload: This weapon has a reload time of 3 actions.
Special Qualities:
Repeating: This weapon can fire up to 5 times without needing to reload.
Size: Regular

Cost: 84 Guerrmarks
Weight: 5




Shields






Buckler
Bucklers are small metal shields usually paired with small blades, as they are not heavy or cumbersome enough to get in the way when fighting. Like most shields, they have fallen into dis-use after advanced weaponry was created.
Power: n/a
Damage: n/a
Range: n/a
Ammunition: n/a
Penalties: n/a
Special Qualities:
Block: +1 to Block
Size: Regular

Cost: 12 Guerrmarks
Weight: 2

Round Shield
Round shields are larger than bucklers and made from wood, usually framed with metal to keep them together. They provide adequate protection against blows but will usually do nothing against stronger weapons.
Power: n/a
Damage: n/a
Range: n/a
Ammunition: n/a
Penalties: n/a
Cumbersome: -1 to Dodge
Special Qualities:
Block: +1 to Block
Size: Regular

Cost: 8 Guerrmarks
Weight: 3

Heater Shield
Heater shields are small, wooden shields covered with leather. Originally meant to be used in mounted combat or by heavily armored knights, where the plate would protect them even if the shield did not.
Power: n/a
Damage: n/a
Range: n/a
Ammunition: n/a
Penalties: n/a
Special Qualities:
Block: +2 to Block
Size: Regular

Cost: 22 Guerrmarks
Weight: 5

Kite Shield
Kite shields are large shields that used to protect standing footmen in ancient battles, before gunpowder made them obsolete. Since the soldier using it would wear little armor, the shield tended to be rather large. In close quarters, the shield makes it easy to block the enemy, but also very hard to strike at them.
Power: n/a
Damage: n/a
Range: n/a
Ammunition: n/a
Penalties:
Cumbersome: -1 to Dodge.
Slow: -1 to Strike
Special Qualities:
Block: +3 to Block
Size: Large

Cost: 18 Guerrmarks
Weight: 6

Tower Shield
Tower shields are massive wooden shields that look more like a piece of a portable palisade. When set down, the tower shield can protect against most non-firearm based projectiles and prevent the enemy from attacking. In turn, it is very hard to retaliate while using the shield, though.
Power: n/a
Damage: n/a
Range: n/a
Ammunition: n/a
Penalties:
Cumbersome: -2 to Dodge.
Slow: -1 to Strike
Special Qualities:
Block: +4 to Block
Size: Regular

Cost: 24 Guerrmarks
Weight: 8



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