Weapon Proficiencies (Ancient) Flashcards
Battle Axe
+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
Archery & Targeting
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
Blunt
Maces, hammers, cudgels, pikes, staves, and clubs.
+1 to strike and parry at levels 1, 4, 8, and 13
Bola
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
Boomerang (Australia)
+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.
Bow & Arrow
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
Chain
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
Crossbow
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
Deadball
- 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.
Forked
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
Grappling Hook
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.
Knife
+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
Mouth Weapons
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
Net
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.
Paired Weapons
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.