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Melee weapons are grouped under the skills required to use them. Skill names appear in capital letters, with defaults in parentheses; e.g., "AXE/MACE ([[DX]]-5, [[Flail]]-4, or [[Two-Handed Axe/Mace]]-3)." If there is more than one way to use a weapon, each method gets its own line. If multiple skills let you use a weapon, the weapon appears under each skill. For example, both [[Staff]] skill and [[Two-Handed Sword]] skill let you wield a quarterstaff – and either lets you swing the staff or thrust with it.
Melee weapons are grouped under the skills required to use them. Skill names appear in capital letters, with defaults in parentheses; e.g., "AXE/MACE ([[DX]]-5, [[Flail]]-4, or [[Two-Handed Axe/Mace]]-3)." If there is more than one way to use a weapon, each method gets its own line. If multiple skills let you use a weapon, the weapon appears under each skill. For example, both [[Staff]] skill and [[Two-Handed Sword]] skill let you wield a quarterstaff – and either lets you swing the staff or thrust with it.
Melee weapons are grouped under the skills required to use them. Skill names appear in capital letters, with defaults in parentheses; e.g., "AXE/MACE (DX-5, Flail-4, or Two-Handed Axe/Mace-3)." If there is more than one way to use a weapon, each method gets its own line. If multiple skills let you use a weapon, the weapon appears under each skill. For example, both Staff skill and Two-Handed Sword skill let you wield a quarterstaff – and either lets you swing the staff or thrust with it.
AXE/MACE (DX-5, Flail-4, or Two-Handed Axe/Mace-3)
[2] Stats are for one-handed use. A legendary katana may be used two-handed for +1 to swing and thrusting damage. Katana! Wildcard skill covers this use, defaulting to [[Two-Handed sword]]-4.
[1] Can be thrown. See Muscle-Powered Ranged Weapon Table.
[2] May get stuck; see Picks.
[3] Brawling increases all unarmed damage; Claws and Karate improve damage with punches and kicks (Claws don't affect damage with brass knuckles or boots); and Boxing improves punching damage.
[4] If you miss with a kick, roll vs. DX to avoid falling.
[5] On a failed HT roll, victim is stunned for as long as weapon is in contact plus (20 - HT) seconds longer, and then can roll vs. HT-3 to recover.
[6] Attempts to parry flails are at -4, and fencing weapons ("F" parry) cannot parry at all! Attempts to block flails are at -2. A nunchaku is small, and gives half these penalties.
[7] This is an energy blade. Take a Ready maneuver to activate/deactivate. The blade cannot break, and damages any weapon or body part it parries or which parries or blocks it. Extra energy cells cost $100, weigh 0.5 lb., and last 300 seconds.
[8] A piece of rope used to strangle; see Garrotes.
[9] Damage increases in a mounted charge; see Cavalry Weapons.
[10] Hilt counts as brass knuckles in close combat.
[11] Noisy! Runs for two hours on half a gallon of gasoline.
[12] Specify maximum reach (up to 7 yards) when bought. Cost and weight are per yard. ST is 5, +1 per yard. Many special rules apply; be sure to see Whips.