Weapon Proficiencies (Ancient) Flashcards

0
Q

Battle Axe

A

+1 to strike at levels 1, 4, 8, and 12
+1 to parry at levels 2, 5, 8, and 13
+1 to strike when thrown at levels 3, 8, and 12

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1
Q

Archery & Targeting

A

Rate of fire: Two at level one, +2 at level three, +1 at levels 5, 7, 9, and 12.
No bonuses and half rate of fire from vehicle or horseback.
Boomerangs: 1D6 damage, 60ft
Throwing Sticks & Irons: 1D6 damage, 30 ft
Sling: 1D6 damage, 80ft
Spear: 1D6 damage, 100ft
Short Bow: 1D6 damage, 340ft
Long Bow: 2D6 damage, 640ft
Modern Compound Bow: 2D6 damage, 700ft
Traditional Crossbow: 2D4 or 1D8 damage, 600ft
Modern Crossbow: 2D6 damage, 700ft

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2
Q

Blunt

A

Maces, hammers, cudgels, pikes, staves, and clubs.

+1 to strike and parry at levels 1, 4, 8, and 13

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3
Q

Bola

A

South American thrown weapon made of leather thongs, strips, and metal. Used to bring down a running animal.
2D4 damage
+1 to strike, disarm, and entangle at levels 2, 5, 10, and 15

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4
Q

Boomerang (Australia)

A

+1 to strike at levels 1, 3, 5, 7, 10, and 15
+1 to damage at levels 2, 5, 9, 11, and 15
Foes are -2 to parry and dodge
Boomerangs take one melee action to return.
Can be thrown curved as to come back up to 150 feet.
Can be thrown straight with full force. +2 to damage, and an ADDITIONAL -4 penalty to parry or dodge.
The boomerang can be thrown so that it hits its target on the return up to 250 feet. The target is at an additional -8 penalty to parry and dodge. The thrower is -3 to strike hidden targets.
A bounce shot can be thrown at the ground before hitting the target from below. The intended target is at a -4 penalty to parry and dodge. If the roll to strike is 16 or higher, the foe is knocked off his feet and loses two melee actions.
Ricochet shots allow for the hitting of multiple targets. Bonuses don’t apply, but the second target is at an additional -4 to parry or dodge.
Foes who try to catch boomerangs can on a successful parry roll of 18 or higher. This must be called beforehand and takes up two melee actions.

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5
Q

Bow & Arrow

A

Includes short bow, long bow, Samurai bow, Mongol bow, Ninja short bow, and modern compound bows.
Two shots per melee round to start.
+1 to strike at levels 1, 2, 4, 7, 10, 13, and 15
+1 shot per melee round at levels 2, 4, 5, 8, 10, 12, and 14

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6
Q

Chain

A

Includes ordinary lengths of chain, nunchaku, flail, and ball or mace and chain.
+1 to strike at levels 1, 4, and 12
+1 to parry at levels 4, 8, and 13

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7
Q

Crossbow

A

Includes heavy and light crossbows.
One shot per melee to start.
+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14
An extra shot per melee round at levels 2, 5, 7, 9, 11, 13, and 15

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8
Q

Deadball

A
  • 1 penalty to strike for each ricochet needed to hit a target.
  • 2 to dodge a ricocheting deadball, and an additional -1 for each ricochet after the first.
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9
Q

Forked

A

Includes sai, tiger forks, and other weapons with tines except for tridents.
+2 to entangle at level one, and +1 at levels 2, 5, 8, 10, 12, and 14
+1 to strike at levels 1, 3, 5, 7, 9, 12, and 15
+1 to parry at levels 5, 9, and 13

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10
Q

Grappling Hook

A

Trained use of a grappling hook for climbing and scaling walls (+5% to that skill), boarding vessels, tripping an opponent (loses initiative and one melee attack, but no damage), and impaling (1D6)
+1 to strike and entangle at levels 3, 6, 9, and 12
This weapon cannot be used to parry.

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11
Q

Knife

A

+1 to strike at levels 2, 4, 7, 10, and 13
+1 to parry at levels 1, 3, 6, 9, and 12
+1 to strike when thrown at levels 1, 3, 6, 8, 10, and 13

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12
Q

Mouth Weapons

A

Blowpipes, mouth darts, etc.
Start with one attack per melee round.
+1 to strike at levels 1, 4, 8, and 12
An extra shot per melee round is added at levels 3, 7, and 11

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13
Q

Net

A

Primarily for gladiators and slavers. Can trip the same as a grappling hook.
+1 to strike and entangle at levels 2, 5, 8, 11, and 15
+1 to parry at levels 2, 4, 6, 9, and 12
Snaring an opponents weapon occurs on a natural entangle roll of 18 or higher, unless matched by an unmodified parry roll.
Only characters with a spear, pole arm, or staff can parry a thrown net. If caught, the victim is -8 to strike, -10 to dodge and parry, and running is impossible. It will take 1D4 + 1 melee rounds to cut free of the net. Nets can be wielded one-handed.
A whipped net does 1D4 damage.

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14
Q

Paired Weapons

A

Warriors with this skill can perform two actions for every one melee action/attack.
Twin strikes on the same target are rolled to strike only once. The defender can only parry one.
Weapons can be used to attack or parry in any combination.

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15
Q

Pole Arm

A

Includes tridents.
+1 to strike at levels 1, 5, 9, and 14
+1 to parry at levels 1, 3, 6, 9, and 12
+1 to strike when thrown at levels 2, 5, 9, and 14

16
Q

Shield

A

1D4 damage
+1 to parry at levels 1, 3, 6, 9, 12, and 15
Can be used with another weapon.
+1 to strike at levels 4, 8, and 12
No bonus to strike when thrown
Shields used to block bullets, rail gun bursts, and energy blasts have no bonuses and are at a -8 penalty.

17
Q

Siege Weapons

A

An understanding of the tactics, use, and mechanics of siege weapons, including ballista, catapult, onager, and trebuchet.
+1 to strike at levels 2, 5, 9, and 12

18
Q

Slingshot

A

Ancient & modern slingshots.
+1 to strike and 2 shots per melee at first level.
+1 to strike and shot per melee at levels 2, 4, 6, 8, 10, 12, and 15

19
Q

Small Thrown Weapons

A

Includes shuriken, throwing spikes, etc.
Starts with three shots per melee.
+1 to strike at levels 4, 7, 10, and 13
Extra shot per melee at levels 2, 3, 5, 6, 8, 9, 11, 12, 14, and 15

20
Q

Spear

A

Combat skill with small spears, large spears, and bayonets attached to rifles.
+1 to strike and parry at levels 1, 4, 7, 10, and 13
+1 to strike when thrown at levels 2, 4, 8, 12, and 15
Maximum throwing range is 150ft unless a woomera, atlatl, or other primitive spear-throwing device is used. These tools require this weapon proficiency.
These tools extend the range but are difficult to use. A penalty of -1 to strike comes with them.

21
Q

Staff

A

Combat skill with large and small staves.
+1 to strike at levels 1, 3, 7, 10, and 13
+1 to parry at 2, 5, 8, 11, and 14
+1 to strike when thrown at levels 4, 8, and 14

22
Q

Sword

A

Large swords, small swords, fencing, rapiers, sabers, two-handed, and short swords.
+1 to strike and parry at levels 1, 3, 7, 11, and 14

23
Q

Trident

A

+1 to strike and parry at levels 1, 3, 7, 11, and 15
“Catch” or “pin” an opponents arm, hand, foot, or weapon between prongs: +1 at levels 2, 5, 10, and 15
Typical damage is 3D6 damage/M.D.
Can be thrown 50 feet through air or 30 feet through water.

24
Q

Whip

A

+1 to strike at levels 1, 3, 5, 7, 9, 11, and 13
+1 to damage at levels 4, 8, and 12
+1 to entangle at levels 2, 6, 8, 10, and 14