All melee weapons have a STR Minimum value. Characters with a STR equal to or greater than this value can use the weapon effectively in combat, and significantly stronger characters can inflict damage above and beyond the base Damage of the weapon (See the Notes on each weapon group for details). Characters with STR less than the listed value take an OCV penalty of 1 for every 5 STR below the minimum required, but will still inflict the weapon's base Damage with a successful hit.
Some weapons can be thrown at an opponent: characters doing so follow the rules for using missile weapons. Other weapons may be two-handed (preventing the use of a shield) or hand and a half weapons that can be used in either one or two hands. When used in one hand, characters take an OCV penalty of 1 and must use the STR Minimum value listed in brackets.
| Weapon |
OCV
|
Damage
|
STUNx
|
STR Min
|
Notes |
| Axes | +1 DC/+5 STR | ||||
| Great Axe |
+0
|
2d6+1K
|
+0
|
18
|
two-handed weapon |
| Battle Axe |
+0
|
2d6K
|
+0
|
15 (18)
|
hand and a half weapon |
| War Axe |
+0
|
1.5d6K
|
+0
|
13
|
can be thrown |
| Hand Axe |
+0
|
1d6+1K
|
+0
|
10
|
can be thrown |
| Small Axe |
+0
|
1d6K
|
+0
|
8
|
|
| Hammers | +1 DC/+8 STR | ||||
| Maul |
+0
|
1.5d6K
|
+1
|
18
|
two-handed weapon |
| War Hammer |
+0
|
1d6+1K
|
+1
|
15 (18)
|
hand and a half weapon |
| Hammer |
+0
|
1d6K
|
+1
|
11
|
|
| Small Hammer |
+0
|
1d6-1K
|
+1
|
8
|
|
| Maces | +1 DC/+5 STR | ||||
| Great Mace |
+0
|
2d6K
|
+0
|
15
|
two-handed weapon |
| Morningstar |
+0
|
1.5d6K
|
+0
|
13 (15)
|
hand and a half weapon |
| Mace |
+0
|
1d6+1K
|
+0
|
10
|
|
| Small Mace |
+0
|
1d6K
|
+0
|
8
|
|
| Picks | +1 DC/+8 STR | ||||
| Great Pick |
+0
|
1.5d6K AP
|
+0
|
18
|
two-handed weapon |
| Military Pick |
+0
|
1d6+1K AP
|
+0
|
15 (18)
|
hand and a half weapon |
| Pick |
+0
|
1d6K AP
|
+0
|
11
|
|
| Small Pick |
+0
|
1d6-1K AP
|
+0
|
8
|
|
| Clubs | +1 DC/+5 STR | ||||
| Great Club |
+0
|
6d6N
|
NA
|
15
|
two-handed weapon |
| War Club |
+0
|
5d6N
|
NA
|
13 (15)
|
hand and a half weapon |
| Club |
+0
|
4d6N
|
NA
|
10
|
|
| Baton |
+0
|
3d6N
|
NA
|
8
|
|
| Stick |
+0
|
2d6N
|
NA
|
5
|
|
| Swords | +1 DC/+5 STR | ||||
| Great Sword |
+1
|
2d6K
|
+0
|
16
|
two-handed weapon |
| Bastard Sword |
+1
|
1.5d6K
|
+0
|
14 (16)
|
hand and a half weapon |
| Broad Sword |
+1
|
1d6+1K
|
+0
|
11
|
|
| Short Sword |
+1
|
1d6K
|
+0
|
9
|
|
| Dagger |
+1
|
1d6-1K
|
+0
|
6
|
can be thrown |
| Knife |
+1
|
0.5d6K
|
+0
|
6
|
can be thrown |
| Stiletto |
+1
|
0.5d6K AP
|
+0
|
9
|
|
| Polearms | +1 DC/+5 STR | ||||
| Polearm |
-1
|
2d6+1K
|
+0
|
18
|
two-handed weapon |
| Long Spear |
-1
|
2d6K
|
+0
|
15
|
two-handed weapon |
| Spear |
+0
|
1.5d6K
|
+0
|
13 (15)
|
hand and a half weapon |
| Javelin |
+0
|
1d6+1K
|
+0
|
10
|
can be thrown |
| Flails | ignore DCV bonus of shields | ||||
| Battle Flail |
+0
|
2d6K
|
+0
|
18
|
two-handed weapon, +1 DC/+7 STR |
| Military Flail |
+0
|
1.5d6K
|
+0
|
16 (18)
|
hand and a half weapon, +1 DC/+7 STR |
| Bladed Flail |
+0
|
1d6+1K
|
+0
|
13
|
+1 DC/+7 STR |
| Flail |
+0
|
1d6K
|
+0
|
11
|
+1 DC/+7 STR |
| War Flail |
+0
|
1d6K
|
+1
|
13
|
+1 DC/+9 STR |
| Staffs | +1 DC/+5 STR | ||||
| Quarterstaff |
+1
|
4d6N
|
NA
|
11
|
two-handed weapon |
All missile weapons have a STR Minimum value. Characters with a STR equal to or greater than this value can use the weapon effectively in combat to inflict damage equal to the base Damage of the weapon with a successful hit. Characters with STR less than the listed value cannot use the weapon.
All weapons listed below require two free hands to use (preventing the use of a shield) and characters are at half DCV while doing so.
| Weapon |
OCV
|
Range
|
Damage
|
STUNx
|
STR Min
|
Notes |
| Bows | ||||||
| Light Bow |
+0
|
+0
|
1d6K
|
+0
|
8
|
|
| Medium Bow |
+0
|
+0
|
1d6+1K
|
+0
|
10
|
|
| Heavy Bow |
+0
|
+0
|
1.5d6K
|
+0
|
13
|
|
| Light Longbow |
+0
|
+1
|
1d6+1K
|
+0
|
11
|
|
| Medium Longbow |
+0
|
+1
|
1.5d6K
|
+0
|
14
|
|
| Heavy Longbow |
+0
|
+1
|
2d6K
|
+0
|
16
|
|
| Light Crossbow |
+0
|
+1
|
1d6+1K
|
+0
|
6
|
reloading takes time |
| Medium Crossbow |
+0
|
+1
|
1.5d6K
|
+0
|
9
|
reloading takes time |
| Heavy Crossbow |
+0
|
+2
|
2d6K
|
+0
|
12
|
reloading takes time |
| Slings | ||||||
| Light Sling |
+0
|
-1
|
0.5d6K
|
+1
|
8
|
|
| Medium Sling |
+0
|
-1
|
1d6K
|
+1
|
11
|
|
| Heavy Sling |
+0
|
-1
|
1d6+1K
|
+1
|
15
|
|
| Light Staff Sling |
+0
|
+0
|
1d6K
|
+1
|
9
|
|
| Medium Staff Sling |
+0
|
+0
|
1d6+1K
|
+1
|
13
|
|
| Heavy Staff Sling |
+0
|
+0
|
1.5d6K
|
+1
|
16
|
|
Armour gives its wearer a certain amount of fully resistant PD and ED. If the armour does not entirely cover the character, there is a chance that an attack may miss the armour and hit the character in an unprotected place.
Characters must be capable of carrying the weight of their armour; anyone wearing armour uses the necessary STR (and thus at least 1 END) each Phase.
| Type of Armour |
DEF
|
Coverage |
Activates on
|
|
| Leather |
3
|
Torso |
10-
|
|
| Chain |
5
|
Head and Torso |
11-
|
|
| Plate |
7
|
Head, Torso and Limbs |
14-
|
Shields increase DCV against attacks from the front and the appropriate side, and add to the OCV of a Block manoeuvre. All shields have a STR Minimum value: characters with STR less than the listed value cannot use the shield effectively, and lose 1 point of bonus DCV (to a minimum of +0) for every 5 STR below the minimum required.
| Type of Shield |
DCV
|
STR Min |
| Small Shield |
+1
|
8
|
| Normal Shield |
+2
|
13
|
| Large Shield |
+3
|
18
|
Killing Damage is calculated differently to Normal Damage. The total of the dice is the number of BODY applied to the target; the number of STUN is equal to BODY rolled times the STUN Multiplier. The player rolls 1d6 to determine the STUN Multiplier. If the number rolled is 3 or less, the Multiplier is x1; if the number is a 4 or 5, the Multiplier is x2; if the number is 6 or more, the Multiplier is x3.
Characters with this Talent can find weaknesses in an opponent's defences and exploit them. The player must decide how the character will use whatever advantage is discovered before attempting to Find Weakness. If successful, the character may either gain an OCV bonus of 1 (plus 1 per 2 points of success) or may double the damage rolled by successful hits. Either benefit lasts for the duration of that combat only: a new roll is required to use Find Weakness against that target in a subsequent battle.
It costs 10 points to use Find Weakness with one particular attack, 20 points with a group of related attacks, and 30 points with all attacks. To succeed, characters must roll equal to or less than their Tactics skill. It takes five minutes (4 steps on the time chart) to attempt an unmodified Find Weakness roll: characters are at -4 for a Segment, -3 for a Phase, -2 for a Turn and -1 for a minute. Attempting to Find Weakness in a character with a Fighting Style Disadvantage confers a +2 bonus to the Tactics roll.
Merpeople are aquatic hunter-gatherers with the upper body of a human and the lower body of a fish. They use tools such as nets and tridents to capture fish, which they eat raw. Some transform into a human when on dry land: a transformed Merperson can be recognised by their damp feet, which always drip with water.
All Merpeople receive the following Powers and Disadvantages:
| Power |
Cost
|
Disadvantage |
Cost
|
| Life Support: Underwater Breathing |
5
|
DF: Half-Human, Half-Fish C/NR |
10
|
|
+3 PER, only underwater (-1) |
4
|
Phys: No Legs, Cannot Stand or Run IF/F |
15
|
| 1 PD/ED Armour, 11-, scaly bottom half |
1
|
|
|
| TOTAL |
10
|
TOTAL |
25
|
Merpeople can swim as quickly as normal people can run. Thus, the average fit Merperson can swim at 40"/turn (roughly 24km/hr) and an Olympic-standard Merperson can manage 60"/turn.
Merpeople have the following Everyperson Skills: Climbing, Concealment, Deduction, Shadowing, Stealth, Survival (underwater), native Language, AK: their part of the sea, PS: Hunter.