New Combat Rules
Some few weapons are listed as "Dangerous To The User" (mostly chain weapons). Anyone fighting with such a weapon who rolls a natural 17 or 18 in combat will hit themselves, doing half body and full stun (they were surprised!). Anyone without a WF in this weapon who fights with it will hit themselves as above on a 16, 17, or 18.
Weapon lengths: someone IN MELEE with a weapon-length advantage will always get to act first (ahead of DEX) whenever the situation is simple. If it is complex and mixed (i.e. a melee with several opponents, and so on), weapon-length is ignored for simplicity. This means that a spearman will always get to act before a swordsman on the first phase of melee (ignoring surprise, and assuming both men are ready, and other reasonable things), and that the swordsman will always get to act first if they both struck at each other last phase and are still adjacent. The referee will always dictate when this happens, and DEX will be used instead whenever the situation gets unclear.
This rule is intended to give a "real" feel without too much fuss, and should be applied to relatively simple duels and small engagements (2 vs 1, 1 vs 1). A weapon user may attempt to alter his strike priority by changing weapons or using an unarmed strike or throw.
The way STR Min works is changed: the STR Min listed is the STR Min at which you do FULL DAMAGE. For every full 5 pts STR over the STR Min, the character gets +1 DC. For every fraction of 5 pts STR under the STR Min, the character loses 1 DC (-1 DC). And it is not possible to use a weapon at all if your STR is more than 10 pts under the listed STR Min. Use of weapons that require greater than the characters STR is very tiring: the character must pay 2 END per fraction of 5 STR lacking.
STR Min for missile weapons is done differently. The STR Min is the minimum to use the weapon; STR over the listed STR Min does not increase damage.
STR Minimums
STR Min is calculated using Active Pts/2. Special OCV Mods (i.e. for Block) do NOT figure in. Stretching and general OCV Mods (for all maneuvers) DO figure in, even negative OCV Mods. HAs are calculated at 5 pts active each, not 3, to make calculation standard at 5 pts per Damage Class. Finally, Two-handed melee weapons get an automatic -5 STR Min; 1 1/2H weapons have two STR Mins listed (one for one-handed fighting, the other for two-handed). The STR Min for two-handed use is -3 STR Min.
STR Minimums for Autofire throwing of weapons is +5.
Chain weapons are all 2H, but don't gain -5 STR Min as the hands are used to manage the remnant of the chain rather than to assist in causing damage with the weapon.
Weapons that are +1 Stun are considered to be +1 DC for calculating STR Min; ones that are -1 Stun are -1 DC similarly. AP weapons are considered to be +1 DC for STR Min calculation; RP weapons are -1 DC similarly.
STR Minimums Of Missile Weapons
Bows, slings, and similar weapons use DC/2 to calculate STR Min. Lower STR may use the weapon at reduced damage and OCV as mentioned for melee weapons above. Higher STR does not add to the damage of bows (however, characters with +DC through martial maneuvers in archery may use stronger bows than their STR).
Crossbows are mechanical weapons and use DC/3 to calculate STR Min. Characters without WF in crossbows may find it difficult to reload them correctly. Many crossbows use mechanical devices to assist reloading.
Name OCV RMod Damage STUN STR Max Notes Arrows: Broadhead +0 +0 +1 DC +0 -- -25 Reduced Penetration Blunt +0 +0 (DC) -- -- -25 Normal attack Common +0 +0- -- +0 -- -- Normal as for bow Bodkin Point +0 +0 -1 DC AP +0 -- -25 Attack is AP Flight +0 +2 -2 DC +0 -- +25 Crossbow Quarrels: Common +0 +0 -- +0 -- -- Normal as for bow Blunt +0 +0 (DC) -- -- -- Normal attack Slings: Bullets +0 +0 -- +0 -- -- Normal as for sling (usually cast lead) Stones +0 -1 -1 DC +0 (can be found anywhere) Name OCV RMod Damage STUN STR Max Notes Longbow +0 +1 1d6+1 +0 11 100 1/2 DCV, no Horse Longbow +0 +1 2d6-1 +0 14 125 1/2 DCV, no Horse Longbow +0 +1 2d6 +0 17 150 1/2 DCV, no Horse Stone Bow +0 +0 1/2d6 +1 7 50 1/2 DCV Shortbow +0 +0 1d6-1 +0 5 50 1/2 DCV Shortbow +0 +0 1d6 +0 7 75 1/2 DCV Shortbow +0 +0 1d6+1 +0 10 100 1/2 DCV Recurve +0 +1 1d6 +0 9 75 1/2 DCV Recurve +0 +1 1d6+1 +0 11 100 1/2 DCV Recurve +0 +1 1 1/2d6 +0 14 125 1/2 DCV Sling +0 -1 1d6-1 +1 7 50 Full Phase, 1H, 1/2 DCV Staff Sling +0 -1 1d6 +1 10 75 Full Phase, 1/2 DCV Light Crossbow +0 +0 1d6 +0 7 75 Heavy Crossbow +0 +1 2d6-1 +0 9 125 +1 Phase Reload; 1/2 DCV while loading Arbalest +0 +2 2d6+1 +0 9 175 +1 Turn Reload; 1/2 DCV while loading Siege Crossbow +0 +2 3d6 +0 12 225 +1 Minute Reload; 1/2 DCV while loading Dart +0 +1 1d6 +0 7 Can Throw MELEE WEAPONS SWORDS Name OCV Damage STUN STR Size Notes Great Sword 0 2d6 0 10 L 2H Bastard Sword 0 1 1/2d6 0 12/9 M 1 1/2H Falchion 0 1d6+1 +1 12 M Sword 0 1d6+1 0 10 M Saber, Light Sword +1 1d6 0 7 M Cinquedea 0 1d6+1 0 10 S Small Sword 0 1d6 0 7 S Misericord 0 1/2d6AP 0 7 S Can throw (not AP) Dagger 0 1/2d6 0 5 S Can throw AXES ETC Name OCV Damage STUN STR Size Notes Battle Axe 0 2d6AP 0 12 M 2H Danish Axe 0 1 1/2d6 AP 0 15/12 M 1 1/2H Axe 0 1d6+1AP 0 12 M Francisca 0 1d6AP 0 10 M Can throw Throwing Axe 0 1/2d6 AP 0 7 S Can throw Maul/War Hammer 0 1 1/2d6 +1 10 M 2H Spiked Maul 0 2d6 0 10 M 2H Large Mace/Hammer 0 1d6+1 +1 12/9 M 1 1/2H Spiked Mace 0 1 1/2d6 0 12/9 M 1 1/2H Mace/Hammer 0 1d6 +1 10 M Spiked Mace 0 1d6 +1 0 10 M Great Pick Spike 0 1 1/2d6 AP 0 10 M 2H Hammer 0 1 1/2d6 +1 10 M 2H Military Pick Spike 0 1d6+1 AP 0 12/9 M 1 1/2H Hammer 0 1d6+1 +1 12/9 M 1 1/2H Pick Spike 0 1d6 AP 0 10 M Hammer 0 1d6 +1 10 M Couched Lance -1 2 1/2d6 0 13 L 1H, +1" Range. Requires Full Move on a warhorse, STR does not add. Lance Blade 0 1d6 +1 10/7 L 1 1/2H, +1" Range Shaft 0 (3d6) -- (10/7) L 1 1/2H Javelin Blade 0 1d6 0 7 L Can Throw Shaft 0 (2d6) -- (7) L Can Throw Spear Blade 0 1d6+1 0 10/7 L 1 1/2H, +1" Range, Can Throw Shaft 0 (3d6) -- (10/7) L 1 1/2H, +1" Range, Can Throw Slashing Spear/Glaive/Bill Blade 0 1 1/2d6 0 7 L 2H, +1" Range Shaft 0 (4d6) -- (7) L 2H Pike Blade -1 1 1/2d6 0 7 L 2H, +2" Range Shaft -1 (4d6) -- (7) L 2H Staff 0 (4d6) -- 5 L 2H, +1" Range Bec-de-Corbin Spike 0 1d6+1 AP 0 7 L 2H. Can Set. Hammer 0 1d6+1 +1 7 L 2H Guisarme Axe 0 2d6+1 0 12 L 2H, +1" Range Shaft 0 (3d6) -- (12) L 2H Poleaxe Axe 0 2d6 AP 0 12 L 2H Shaft 0 (4d6) -- (12) L 2H Halberd, Long Poleaxe Axe 0 2d6 AP 0 12 L 2H, +1" Range Shaft 0 (4d6) -- (12) L 2H Long Halberd Axe -1 2d6 AP 0 12 L 2H, +2" Range Shaft -1 (4d6) -- (12) L 2H