Weapons

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Historical Periods

Uther Period:
During Aurelius Ambrosius time the weapons change quite a lot from earlier periods. Most of the invention lies in adapting the weapons to the more modern armor and shields that start showing up. The weapons are more well built, allowing them to be lighter and easier to maintain. Also, more weapons are produced because of all the wars.

Roman Era:
After the Roman Empire leaves the empire much of the effective roman weapon-industry disappears and much of the earlier weaponry disappears. Some of the larger roman cities retain an ability to produce the weaponry but older tribal weaponry becomes more common.

Weapon descriptions

Here follows a list of weapons, their stats and what periods they appear.

Sword (Uther Period)

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The modern swords of the Uther period is well made steel. They are sharp if well maintained and rather light and quick to swing. Although expensive, the swords are strong and almost impossible to destroy in combat.

Ability:
The sword has two distinct advantages over all other weapons:
1. Swords do not break when their wielder fumbles, but are instead dropped and can be recovered.
2. If a tie occurs in any opposed resolution against a different weapon, a sword always breaks a non-sword. This includes a situation where both combatants critically succeeds, regardless of the actual final score.
3. Combatants successfully defending themselves with a shield (I.e receiving the armour protection granted by it) against a critical success automatically loses one durability on that shield.

Mace (Uther Period)

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Although the mace existed in earlier periods as clubs and hammers, it was very rarely seen before the Uther Period. It’s constructed to hammer against chainmails more effectively.

Ability:
The mace is used one handed, and grants bonus to damage against chainmails.
1. The mace lowers the protection of chain mail armor by 1d6 on a hit or critical hit.
2. A natural 6 on the above roll, indicates that the armor loses one point of protection until repaired..
3. Combatants successfully defending themselves with a shield (I.e receiving the armour protection granted by it) against a critical success automatically loses one durability on that shield.

Disadvantage:
A fumble indicates that the mace is broken.

Cymric Sword (Roman Period)

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The noble and rich Cymric warriors of this age uses Swords. They may be of varying lengths, thicknesses, and shapes, but they are always of the best possible steel.

Ability:
The sword has two distinct advantages over all other weapons:
1. Swords do not break when their wielder fumbles, but are instead dropped and can be recovered.
2. If a tie occurs in any opposed resolution against a different weapon, a sword always breaks a non-sword. This includes a situation where both combatants critically succeed, regardless of the actual final score.

Disadvantage:
The sword is not well equipped to handle modern armor from Uther Period and forward and receives -2 to damage in these cases.

Axe (All periods)

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The axe is not as common in cymric culture as it is in other cultures, but it is used. Especially amongst commoners.

Ability:
The axe is a one-handed weapon that may be single- or double-edged. A battle axe easily shatters or splits open shields.
1. Combatants successfully defending themselves with a shield (I.e receiving the armour protection granted by it) against an axe get 1d6 protection from it, not the usual 6 points.
2. A natural 6 on the above roll, indicates that the shield loses one point of durability.
3. Combatants successfully defending themselves with a shield (I.e receiving the armour protection granted by it) against a critical success automatically loses one durability on that shield.

Disadvantage:
A fumble indicates that the spear is broken.

Great Spear (All periods)

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The Great Spear is a long version of the regular spear, created to counteract the dangerous cavalry. They are very unwieldy to carry around, and are almost only used war and and battle.

Ability:
The spear is used two-handed.
1. The spear negates the -5 penalty a fighter on foot usually recives when he fights against a mounted knight. It does NOT negate the mounted warriors +5.
2. If a tie occurs in any opposed resolution against a different weapon, a sword always breaks a non-sword. This includes a situation where both combatants critically succeeds, regardless of the actual final score.

Disadvantage:
A fumble indicates that the spear is broken.

Spear (All periods)

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The Spear is the most common weapon in Britain, and even more so in Logres and the Cymric culture. The basic construction is simple, a metal blade is fitted on a wooden pole. The spear is an effective way to arm a lot of men with little effort.

Ability:
The spear is used one-handed, unlike the great spear. It can not be thrown like a javelin, which is much smaller.
1. The spear can also be used from horseback as a lance; like a lance, when used in a mounted charge, it
calls for the Lance skill rather than the Spear skill.
2. If a tie occurs in any opposed resolution against a different weapon, a sword always breaks a non-sword. This includes a situation where both combatants critically succeeds, regardless of the actual final score.

Disadvantage:
A fumble indicates that the spear is broken.
When used as a Lance, the spear also brakes if the damage die rolls as “odd”.

Javelin (All periods)

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The javelin become common in Britain with the appearance of the romans, but has been around for as long as the spear. They stay around, more or less unchanged through history, but become less used when armor becomes better.

Ability:
A short, light spear that can be thrown at a nearby opponent or game animal. A javelin’s maximum range is 30 yards.
1. Due to its lightness and the fact that it is hurled, a javelin deals 2d6 less damage than the user’s normal Damage statistic, to a minimum of 1d6 damage. Thus, a character who normally does 4d6 points of damage on a hit deals only 2d6 with a javelin.
2. On a critical hit, if the target receives the armour bonus protection of its shield, the javelin sticks into the shield and splinters inflicting a -5 penalty to all further combat rolls until a re-arm action is taken to remove the offending object.

Disadvantage:
A fumble indicates that the javelin is broken.

Bow (All periods)

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A a missile weapon usually of wood or horn, normally used by peasants for hunting and by foot soldiers in war. Knights normally do not use bows in combat, although they often use them for hunting.

It is a two-handed weapon, so no shield can be used while shooting a bow. The bow’s maximum range is
150 yards. Modifiers must be applied for mid-range or long range shots, small or covered targets, and so on.

Ability:
A shr’hort but powerful blow firing iron tipped projectiles. Maximum range of 150 yards.
1.A bow deals 3d6 points of damage regardless of the user’s Damage statistic.

Disadvantage:
A fumble indicates that the bow has a broken string or, worse, is cracked.

Weapons

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