Fantasy Hero Rules Supplement


Melee Weapons

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

Missile Weapons

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

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

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

STUN Multipliers

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.

Find Weakness

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

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.


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 10 August 2000