Combat and Tactics
Combat and Tactics
Combat and Tactics
Battle axe 1d8 1d10 1d12 2d6+1 2d8 2H, Double, Split+
2-handed sword 1d10 1d12 2d6+1 2d8 2d10 2H, Slow, Deflect
Missile Weapons:
Crossbow, Heavy 1d8 1d10 1d12 2d6+1 2d8 100/200/300 2H, Reload+, Crack
Crossbow, Light 1d6 1d8 1d10 1d12 2d6+1 80/160/240 2H, Reload, Crack
Holy Water Vial 1d8 1d8 1d8 1d8 1d8 10/30/50 Splash
Weapon Qualities:
● Blunt: May be used by characters who only employ blunt weapons.
● Brace: Bracing against the ground doubles damage against charging monsters.
● Charge: On a suitable mount, moving at least 60’ in a round and attacking doubles
damage done with a successful hit.
● Choice: Comes in various types. Grants one of Brace, Hook, or Crack.
● Crack: +2 to hit against heavy armor (or any monster deemed to have a heavy armor-like
carapace, for example). On a natural 20 to hit, triggers a breakage test for metal armor.
See Breakage, below.
● Deflect: AC bonus of +1 vs. melee and thrown weapon attacks per level of mastery. This
replaces the normal AC bonus for mastery.
● Disarm: On a natural 20 to hit, an armed target loses their weapon and triggers a
breakage test for that weapon. See Breakage, below. Requires Expert(2) mastery. At
Master(4), disarms on roll of 19-20.
● Double: On natural 20 to hit in melee, double base damage. Requires Expert(2) mastery.
At Master(4), doubles on 19 or 20.
Part 5: Breakage
Weapon breakage:
● A breakage test for a melee or thrown weapon is triggered whenever the weapon strikes
for its maximum damage, or as specified by another rule (e.g., Disarm) or situation.
● Breakage chance is normally expressed as 1 in X die, where the die is specified by the
quality and material of the item (see Arms, Armor, and Equipment).
● A broken weapon is ineffective in combat, reducing damage to 1d2.
● Magical and very high quality weapons are rarely subject to breakage.
● Fired missiles (arrows, crossbow bolts, etc.) suffer breakage 3 in 6, assuming the missile
can be recovered at all (e.g., not fired into dense foliage 150 yards away, or into a stone
wall).
● Broken weapons may be repaired by a competent craftsman.
Unmounting:
● An attack that kills or incapacitates the mount, or that unmounts a rider (as with the
Hook keyword on a polearm), throws the rider to the ground and inflicts an additional
1d6 damage.