WEAPON DETAILS
Each weapon has:
1. The skill you use with that weapon
2. The type of attack it deals (normally the same as number 1)
3. The type of wound it deals. If there is a letter by this, this indicates that the weapon never deals a wound more severe than that letter regardless of the roll.
4. The second type of wound it deals (for heavier weapons only). These Secondary Wounds are dealt if there was a Primary wound of C or better. A C Primary creates an A Secondary, a D Primary creates a B and so on.
5. The fumble chance. The percentage chance that you will fumble the weapon each time you strike with it. This chance is reduced by one if your base in the skill used is 25, and is reduced by another one for each five in the base beyond that.
6. The weapon’s modifiers to hit on different armour types. This is what you will likely be most interested in
7. Any special rules with the weapon
8. And finally, a description of what the weapon is!
KEY:
1hs= One-Handed slashing
1hc= One-handed Concussion
2h= Two Handed
BASIC WEAPONS
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Broadsword/Longsword
Uses: 1hs
Attack type: 1hs
Wounds: Slashing
Fumble: 3
Hit chance: All evens
A broad or long sword is the most basic of all weapons - it is the standard idea of a ‘sword’. It receives no penalties in any situation, because the whole system is calibrated in comparison to this weapon. All cultures use swords.
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Handaxe
Uses: 1hs
Attack type: 1hs
Wounds: Slashing
Fumble: 4
Hit chance: -10 on unarmoured opponents, +5 on metal armoured opponents
The one-handed axe is a primitive weapon but still exceptionally effective in the right hands- it is very similar, rules-wise, to a sword, better on heavily armoured targets and worse on unarmoured ones. Axes are not used by Elves or Dunadain, and are commonly used by Northmen.
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Dwarvish Axe
Uses: 1hc
Attack type: 1hs
Wounds: Slashing
Fumble: 4
Hit chance: -10 on unarmoured opponents, +5 on metal armoured opponents
Dwarves use very heavy versions of the handaxe, which actually rely more on weight than cutting power to smash opponents to their doom. Hence, despite being a slashing weapon that wounds like a slashing weapon, you actually need the 1-handed Concussion skill to attack with one, which suits Dwarves a lot better.
Note, despite the name, there is nothing to stop Humans making or selling axes of this type. However, you would never find them with Elves!
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Shortsword
Uses: 1hs
Attack type: 1hs
Wounds: Slashing
Fumble: 4
Hit chance: +10 on unarmoured opponents, -10 on metal armoured opponents
Shortswords are surprisingly effective weapons but lack the weight to go through heavy armour- they are the tactical reverse of axes. All cultures use Shortswords.
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Dagger
Uses: 1hs
Attack type: 1hs
Wounds: Puncture (C)
Fumble: 4
Hit chance: +5 on unarmoured opponents, -10 on metal armoured opponents
From survival tools to elegant weapons of war, daggers are common and easily concealable weapons but in purely military value are inferior to a Shortsword. All cultures use daggers.
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Scimitar
Uses: 1hs
Attack type: 1hs
Wounds: Puncture (C)
Fumble: 4
Hit chance: +5 on unarmoured or leather armoured opponents. –5 on metal armoured opponents
The curved scimitar is a nice weapon, with a fine cutting edge. However, scimitars, like shortswords, lack the weight to go through heavy armour, though the penalty is less. Most widely used in the south and by Orcs, many such weapons have found their way into the cultures of men in Middle-Earth. Elves are unlikely to use them.
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Mace
Uses: 1hc
Attack type: 1hc
Wounds: Crush
Fumble: 2
Hit chance: All evens
A Mace- a metallic club with fins added for penetration- is a standard weapon- effective in all situations without bonus or penalty. Elves rarely use concussion weapons but all other cultures use them (the same applies to flails, morning stars and warhammers, below)
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Flail
Uses: 1hc
Attack type: 1hc
Wounds: Crush
Fumble: 4
Hit chance: +5 on unarmoured and leather armoured opponents, -5 on metal armoured opponents
A flail consists of three chains attached to a handle, with weights on the end of the chains. This vicious weapon easily finds its mark but is less effective against metal armour.
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Morning Star
Uses: 1hc
Attack type: 1hc
Wounds: Crush/Puncture (A)
Fumble: 8
Hit chance: +10 against all opponents
Special rules: Hit self for B class wound if fumbled
The Morning Star- a viciously spiked ball at the end of a chain attached to a handle- has the speed to find opponents easily and the weight to deal with metallic armour. The only problem is that it can be a weapon that is highly hazardous to the wielder!
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Warhammer
Uses: 1hc
Attack type: 1hc
Wounds: Crush/Puncture (A)
Fumble: 4
Hit chance: -5 against unarmoured opponents, +5 against metal armoured opponents
A Warhammer is not unlike a Mace but with a large and often spiked head. This makes it slower, but better at penetrating metallic armour.
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LARGE WEAPONS
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Two-handed Sword
Uses: 2h
Attack type: 2h
Wounds: Slashing/Crushing
Fumble: 5
Hit chance: All evens
A Two-handed sword- simply an enormous sword!- is the default two-handed weapon, with no bonuses or penalties. Elves have been known to use elegant versions of these (unlike two-handed flails, maces and battle-axes, below).
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Battle Axe
Uses: 2h
Attack type: 2h
Wounds: Slashing/Crushing
Fumble: 5
Hit chance: -5 on unarmoured and leather armoured opponents, +10 on metal armoured opponents
This enormous two-handed axe performs not unlike the one-handed version- a good use against heavily armoured opponents, but a bit slow for general use.
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Two-handed Mace
Uses: 2h
Attack type: 2h
Wounds: Crushing/Unbalancing
Fumble: 5
Hit chance: -5 on unarmoured and leather armoured opponents, +10 on metal armoured opponents
This very impressive-looking weapon, the business end of the blunt-object market, has very similar characteristics to a battle axe, save it crushes rather than slashes.
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Two-handed Flail
Uses: 2h
Attack type: 2h
Wounds: Crushing/Piercing
Fumble: 9
Hit chance: +5 against all opponents
Special rules: Hit self for C class wound if fumbled
This enormous flail- complete with spikes on the weights- will cut down most things with equal ease but is even more dangerous to use than a Morning Star!
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Spear
Uses: Polearms
Attack type: 2h (if two handed) 1hs (if one-handed)
Wounds: Puncture/Slashing (A)
Fumble: 5
Hit chance: All evens
Special rules: Can be used two or one handed; -5 to hit if one handed. Can be thrown. Has longer range than normal weapons.
The spear is a highly classical weapon and very adaptable. It is also the most likely two-handed weapon of choice for an Elf- Gil-Galad famously used a Spear.
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Lance
Uses: Polearms
Attack type: 2h
Wounds: Puncture/Unbalancing
Fumble: 7
Hit chance: +15 to hit on all targets
Special rules: Can only be used mounted
Little more than a spear of great length, Lances throughout history have been used to devastating effect in cavalry charges.
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SPECIAL WEAPONS
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Bastard Sword
Uses: 2h
Attack type: 2h (if two handed) 1hs (if one handed)
Wounds: Slashing
Fumble: 5
Hit chance: -5 to hit on all targets
Special rules: Can only be used one or two handed
The Bastard sword is a large, heavy sword. Its use is in that it can be used one-handed, using your two-handed skill, thus allowing two-handed specialists to use a shield if need be.
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Double shortswords
Uses: 1hs
Attack type: 1hs
Wounds: Slashing/Puncture
Fumble: 9
Hit chance: +10 on unarmoured opponents, -10 on metal armoured opponents
Special rules: +5 to Defensive Score, take C class wound if fumbled
Wielding two weapons is dangerous. However, if done right it allows for a defensive fighting style with the chance of two wounds on an opponent (one slash and one stab). Double weapon styles are practiced by Dunadain and Elves, and virtually no-one else at all.
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Sword and dagger
Uses: 1hs
Attack type: 1hs
Wounds: Slashing/Puncture (C)
Fumble: 8
Hit chance: All evens
Special rules: +15 to Defensive Score, take C class wound if fumbled
A highly skilled fighting style, the use of the dagger in the off-hand and a proper sword in the other allows for great defence against blows (the dagger used to fend them off).
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Double daggers
Uses: 1hs
Attack type: 1hs
Wounds: Puncture, Slashing (A)
Fumble: 5
Hit chance: +5 on unarmoured opponents, -10 on metal armoured opponents
Special rules: +10 to Defensive Score, take C class wound if fumbled
With two daggers, one can be used to defend. Unlike other two weapon styles, twin knives are used by non-Dunadain Man cultures as well, though not really by Northmen.
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MISSILE WEAPONS
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Shortbow
Uses: Missile
Attack type: Missile
Wounds: Piercing
Fumble: 4
Hit chance: All evens
Special rules: Penalty to hit at targets beyond 60 feet. May 'quick-load'- fire without re-loading, at -10 to hit.
The shortbow is the basic form of bow and is prized by many for its light weight and ease of use.
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Composite bow
Uses: Missile
Attack type: Missile
Wounds: Piercing
Fumble: 4
Hit chance: All evens
Special rules: Penalty to hit at targets beyond 70 feet. May 'quick-load'- fire without re-loading, at -25 to hit.
A Composite bow is more sophisticated than a shortbow, allowing a greater range, but it is heavier and more awkward to fire quickly. It is the largest bow you may use in horseback.
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Longbow
Uses: Missile
Attack type: Missile
Wounds: Piercing
Fumble: 5
Hit chance: All evens
Special rules: Penalty to hit at targets beyond 100 feet. May 'quick-load'- fire without re-loading, at -35 to hit.
A relatively hi-tech weapon, the longbow is a large bow capable of firing over great range, though requiring much training to use. In Middle-Earth, such weapons wou,d most likely be found in the hands of Elves or Dunadain- though it so happens Orcs use them as well.
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Crossbow
Uses: Missile
Attack type: Missile
Wounds: Piercing
Fumble: 5
Hit chance: All evens
Special rules: Penalty to hit at targets beyond 90 feet. Takes two turns to re-load. +10 to hit against all opponents inside 50 feet.
Crossbows are easy to use but slow and unwieldly. Still, they are very effective at short ranges. It is, however, hard to imagaine a less Elf-like weapon.