Weapons

Summary

There are so many ways that people can kill each other in the world, it’s important to note how they interact and differ with each other. Here is a list of all weapons currently approved for use in the GPC.

The “standard” rules for a weapon are as follows: They deal damage equal to (SIZ + STR)/6, with rounding as normal. A critical indicates you deal double damage after all modifications are added. A fumble means that the weapon has broken. A tie means no damage is done. A critical tie deals 1d3 non-lethal damage to both combatants.

Note that any weapon that starts with Great qualifies for the Saxon Two-Handed Weapon cultural skill.

Axe

  • Type: 1-Handed Weapon
  • Damage: Normal
  • Special: When attacking someone who has a shield, their shield only grants 1d6 points of extra protection against your attack, rather than the full 6.

Bow

  • Type: Two-Handed Weapon
  • Damage: 3d6. Always.
  • Special: In a Battle, you may use a Bow alongside of a regular attack when fighting an enemy. Every time you use this option, you immediately lose 1 point of Honour.

Crossbow

  • Type: Two-Handed Weapon
  • Damage: Depends on type
    • Light Crossbow: 1d6 + 10. One round to reload.
    • Medium Crossbow: 1d6 + 13. Two rounds to reload.
    • Medium Crossbow: 1d6 + 16. Four rounds to reload
  • Special: Every time you use a Crossbow except when hunting, you automatically lose a point of Honour. In addition, you must pass a Squire roll to reload the Crossbow, or it is lost. Note, on a critical the static damage increase is not doubled.

Dagger

  • Type: One-Handed Weapon
  • Damage: -1d6 damage from your base damage (e.g. Base damage 4d6 becomes 3d6)
  • Special: You may use this weapon when you are grappled.

Flail

  • Type: One-Handed Weapon
  • Damage: +1d6 damage against anyone wearing Chainmail (e.g. Base damage of 4d6 becomes 3d6)
  • Special: Ignores all protection from a Shield. On a natural roll of 1, regardless of any increases, it strikes its wielder for full damage.

Grapple

  • Type: Unarmed
  • Damage: 1d6 regardless of armour. 2d6 against horsed foes
  • Special: You may use your DEX on attack or STR on your defense. You may only impassion if Grapple is trained however.

Great Axe

  • Type: Two-Handed Weapon
  • Damage: +1d6 amage from your base damage (e.g. Base damage 4d6 becomes 5d6)
  • Special: When attacking someone who has a shield, their shield only grants 1d6 points of extra protection against your attack, rather than the full 6.

Great Spear

  • Type: Two-Handed Weapon
  • Damage: +1d6 damage from your base damage (e.g. Base damage 4d6 becomes 5d6)
  • Special: When you are dismounted, you negate the -5 penalty you would normally suffer from fighting a mounted foes. You also negate the -5 bonus that Lances would normally confer against attacking a non-Lance foe.
  • Note: Qualifies under Spear Expertise for a Cymri knight

Great Sword

  • Type: Two-Handed Weapon
  • Damage: +1d6 damage from your base damage (e.g. Base damage 4d6 becomes 5d6)
  • Special: On a fumble, the Great Sword is dropped not broken. In addition on a tie, the Great Sword breaks your opponent’s weapon unless it is also a Great Sword. Note that a Sword will still “beat” a tie, and therefore beat a Great Sword.

Great Sword

  • Type: Two-Handed Weapon
  • Damage: +1d6 damage from your base damage (e.g. Base damage 4d6 becomes 5d6)
  • Special: On a fumble, the Great Sword is dropped not broken. In addition on a tie, the Great Sword breaks your opponent’s weapon unless it is also a Great Sword. Note that a Sword will still “beat” a tie, and therefore beat a Great Sword.

Hammer

  • Type: One-Handed Weapon
  • Damage: Base Damage.
  • Special: Deals +1d6 damage against any foes in Plate Armour.

Javelin

  • Type: One-Handed Weapon
  • Damage: -2d6 damage from base damage (e.g. 4d6 damage becomes 2d6 damage)
  • Special: In Battle you may hurl a Javelin and make a normal weapon attack provided you pass a Squire roll. If you fail your Squire roll, you do not get your normal weapon back. If you fumble, you have no weapon that round. You must declare you are doing this before you make the Squire roll.

Lance

  • Type: One-Handed Weapon
  • Damage: Horse Damage.
  • Special: You only use Lance when making a Mounted Charge or during a Joust. Otherwise you will roll Spear. You gain a +5 against any foe not wielding a Lance or Great Spear
  • Note: Qualifies under Spear Expertise for a Cymri knight

Mace

  • Type: One-Handed Weapon
  • Damage: Normal
  • Special: The Mace deals +1d6 damage against any foe in Chainmail Armour

Morning Star

  • Type: Two-Handed Weapon
  • Damage: +1d6 damage from your base damage (e.g. Base damage 4d6 becomes 5d6)
  • Special: Deals an additional +1d6 damage against foes in Chainmail (e.g. Base damage 4d6 becomes 6d6 instead).

Spear

  • Type: One-Handed Weapon
  • Damage: Normal
  • Special: You may use a Spear in place of a Lance during a Mounted Charge. You will still roll your Lance skill however, and do not gain the +5 for using a Lance.
  • Note: Qualifies under Spear Expertise for a Cymri knight

Sword

  • Type: One-Handed Weapon
  • Damage: Normal
  • Special: On a fumble, a Sword is not broken but merely dropped. In addition, if you tie against a non-Sword weapon, you are treated as having won that contest.

Warflail

  • Type: Two-Handed Weapon
  • Damage: +1d6 damage from your base damage (e.g. Base damage 4d6 becomes 5d6)
  • Special: Deals +1d6 damage against any foe in Chainmail (e.g. Base damage 4d6 becomes 6d6 instead.) Ignores all protection from a Shield. On a natural roll of 1, regardless of any increases, it strikes its wielder for full damage.

Weapons

Pendragon: Chivalry is Magic Erathia Erathia