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weapon_notes_thii

WEAPON NOTES AND SPECIAL RULES

1–CLEAR SPACE WEAPONS: A flail, great sword, great axe, halberd and morning star all require a clear space to use, if a friendly is standing within 5’ of the user of one of those weapons, the wielder cannot strike with it.

2–NO DUNGEON WEAPONS: Pikes, lances and polearms cannot be used inside a dungeon or building, except in the very largest of rooms (Judge’s judgement).

3–DISMOUNTING WITH POLEARM: A polearm can be used to dismount an enemy rider instead of making a damaging attack. The attacker must hit AC 4, and then the defender must make a saving throw or be pulled from his horse and knocked prone.

4–BONUS AGAINST PRONE TARGETS IN PLATE ARMOR: Daggers, spears, short swords and swords gain a +4 to hit against an opponent in plate armor who is prone.

5—HEAVY WEAPON KNOCK DOWN: a combatant using a heavy weapon has a chance to knock down an enemy on any hit. The target must be roughly the same size or smaller than the attacker. It the heavy-weapon wielder rolls a total of 5 or more points of damage, then the defender must roll DEX or less on 1d20 or be knocked down prone. Furthermore, both sorts of Crossbow can also inflict a knock-down on 5 or more points of damage. The Judge can rule that Ogres, Trolls, Giants and similar large creatures inflict a knock-down against man-sized or smaller targets.

6—REACH WEAPONS: A thrusting weapon with S-R of 8-11 (halberd, spear in 2 hands, polearm, dismounted lance in 2 hands) can attack over an ally from the second rank, although this suffers a -2 to-hit roll. A weapon with S-R of 12 (Pike) can attack an enemy from the second or third rank, over an ally, but suffers a -2 to-hit roll. All these reach weapons can attack an enemy 10' or less away and not in contact, without needing to lunge.

7–BOWS: Short Bows, Longbows, Horse Bows and Composite Bows can be shot twice per round, once during the Missile Phase (or Surprise Attack phase if you had surprise or are attacking from hiding or invisibility), and a second time during the Movement Phase, if the shooter does not move.

8–CROSSBOWS: if a combatant is holding a loaded crossbow at the beginning of the round, he may shoot it during the Surprise Phase, instead of waiting for the missile phase. Loading the crossbow, however, is a chore. The crossbowman can still move the phase that he shot, and might as well do so. But if he is loading a light crossbow, he must spend the next round’s attack (during the missile phase) AND movement to reload. If he is loading a Heavy Crossbow, he must spend the next 2 rounds’ attacks and movements reloading.

weapon_notes_thii.txt · Last modified: 2021/04/12 23:10 by dave