Fighter ATE the Arrow: Variable Die Size for Weapon Proficiency and a Two-roll System for Hits, Weapon Specials, and Mishaps
One may be amateur ("A", d12), trained ("T", d10), or expert ("E", d8) in the weapon they wield. Those less capable roll larger dice, giving them a greater chance of missing attacks and suffering Mishaps.
ATTACK PROCEDURE
- DM declares target number (TN) to hit individual or group. Not dependent on target armour.
- 2: Very Difficult: Target supremely positioned, attacker's weapon ineffective
- 3: Difficult: Target within long range. | Bad lighting, target supremely agile or inhumanly large
- 4: Regular Target within effective range | Target on similar terrain
- 5: Easy: Target on lower ground, flanked, has ineffective weapon
- 6: Very Easy: Target mired, surprised, unarmed &c
- Attacker rolls d12 (amateur), d10 (trained), or d8 (expert)
- if attk roll = 1, Critical hit: Roll damage based on weapon and apply to target HP directly
- If attk roll <= TN, hit: Roll damage based on weapon
- if attk roll > TN, miss
- if attk roll > TN and equal to Mishap value, apply mishap
- Damage applied to target
- Melee and ranged attacks affect AP then HP
- Magical attacks affect SP then HP
- Critical hits bypass AP/SP to damage HP directly.
- If damage exceeds target HP, target is Downed.
- Injury severity is determined by excess damage
WEAPONS
MELEE WEAPON | damage | special | Mishap 9 | Mishap 10 | Mishap 11 | Mishap 12 | Hands | Horse? | Weight | cost (sp) |
---|---|---|---|---|---|---|---|---|---|---|
Club | d4 | Downed enemies don’t make Bleed Checks | Tgt may DEX tst to grab | Off hand | No | 1 | 4 | |||
Dagger | d4 | Throwable | Dropped and slides away | Off hand | No | ½ | 8 | |||
Sword | d6 | On dmg to tgt’s HP, may attack adjacent tgt | Drop it | Breaks, is now a dagger | One | Yes | 1 | 40 | ||
Axe | d6 | On 1dmg, STR ctst to pull shield out of tgt’s hand | Drop it | STR tst or pulled from hand | One | Yes | 1 | 12 | ||
Spear | d6 | Can reach past front rank | String breaks +1 rnd to tie | Breaks, is now a club | One | Yes | 2 | 10 | ||
Greatsword | d8 | On 1-4dmg, tgt or enemy in tgt’s sq must step back or take 1d4 dmg | Strain self 1FAT | Off balance, move 1sq random direction | Both | No | 3 | 60 | ||
Odachi | d8 | Deal half as much damage to horse if targeting rider, or vice versa | Strain self 1FAT | Drop it | Both | No | 3 | 70 | ||
Poleaxe | d8 | On 1-4dmg, knock tgt off horse. On dmg 1-2, knock prone standing tgt | Strain self 1FAT | Off balance, move 1sq random direction | Both | No | 3 | 24 | ||
Meteor Hammer | d6 | Must have no allies in sq. Act during Ranged phase with range of 3. On 1dmg, tgt Entangled | Enemy in direction of last attk may DEX tst to grab chain | Can’t move or attk next turn | d8 for direction to make attk | d6 dmg to self | Both | No | 2 | 18 |
Sword Breaker | d6 | On 6dmg, lock sword of enemy: STR ctst, pull out of their hands if successful | Dropped and slides away | DEX tst or pulled from hand | Off hand | No | ½ | 30 | ||
Doping Spine | d2 | On 2dmg, delivers loaded dose | Dropped and slides away | Breaks | Off hand | No | ¼ | 14 | ||
Flail | d6 | On 1-3dmg, bypass shield AP | Drop it | d6 dmg to self | One | No | 1 | 16 | ||
Hammer/Mace | d6 | +1 dmg to AP | Drop it | STR tst or pulled from hand | One | Yes | 1 | 12 | ||
Whip | d2 | Act during Ranged phase with range of 2. Discourages animals | STR tst or pulled from hand | One | Yes | 1 | 8 | |||
Urumi | d6 | Must have no allies in sq. Act during Ranged phase with range of 2. | Can’t move or attk next turn | d8 for direction to make attk | d6 dmg to self | Both | No | 2 | 50 | |
Mancatcher | d4 | On dmg to tgt’s HP, tgt DEX tst or neck/limb caught | Drop it | Yes | 2 | 20 |
RANGED WEAPON | damage | special | Mishap 9 | Mishap 10 | Mishap 11 | Mishap 12 | Effective | Long | reload (Rounds) | reloadSpeed | hands | horse | weight | cost (sp) |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sling (In-situ ammo) | d4 | Botch aim d8 for direction to make attk | String breaks +1 rnd to tie | Hurt self d4 dmg | 9 | 21 | 0 | Slow | 2 | No | ¼ | 2 | ||
Sling (Bullets) | d6 | Botch aim d8 for direction to make attk | String breaks +1 rnd to tie | Hurt self d6 dmg | 15 | 27 | 0 | Slow | 2 | No | ¼ | 2 | ||
Shortbow | d6 | Break string +2 rnd to reload | Hurt self d2 dmg | Break bow’s limb | 21 | 27 | 1 | Slow | 2 | Experts only | 1 | 18 | ||
Longbow | d8 | Strain self 1FAT | Break string +2 rnd to reload | Hurt self d4 dmg | Break bow’s limb | 24 | 33 | 1 | Slow | 2 | No | 2 | 24 | |
Crossbow | d8 | +1 dmg to AP | Break string +2 rnd to reload | Catastrophic failure d6 dmg to self | 12 | 24 | 2 | Immobile | 2 | No | 2 | 30 | ||
Dose Thrower | d2 | On 2dmg, delivers dose in dart | Dose shatters, RCL tst or suffer effect | 6 | 9 | 1 | Immobile | 1 | Yes | ½ | 40 |