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The following are the skill checks for each type of weapon. Specific weapons may all have the same type and therefore use the same skill. However, different types of weapons require a different type of skill to use, so that is a different skill slot.

For example, if Muskrat has a regular longsword bought off the streets, but late comes across a Falchion of Lifestealing, he uses the same skill for both, 1H Melee and the bonuses of the individual sword are added to the skill. However, if he is trained in 1H Melee and comes across a Battleaxe of Flame, a battleaxe is a different kind of weapon using significantly different techniques. He will have to learn to use the new weapon as a separate skill (2H Melee).

Name Skill Name PC PCB SC SCB BP TP XP/TSB
3d10+3 1H Melee AGL 7 PRC 4 2 10 13/23
1d10+4 2H Melee STR 4 0 0 0/4

For all weapons, like any other skill, with no Base Points (BP) or Trained Points (TP) in a skill, the skill check gets no access to the Secondary Skill (SC) or any bonuses to hit or damage (magical or otherwise) pertaining to the specific weapon. All other magic (e.g. fire-based) works as normal.

In the above

Physical Combat - Melee Weapons Edit

Melee weapons are weapons used in close range combat with a weapon that does not usually have ammo and does not leave the fighter's hands (though that certainly isn't always the case). Melee is a broader term than Hand to Hand (which is a sub-category below) and speaks of those who are fighting within just a few meters of each other.

1H Melee Edit

This category includes any kind of weapon that is wielded in only one hand: hammers, short swords, longswords, axes, rapiers, daggers, knives, scimitars, falchions, sickles, katanas, kukris, clubs, maces, and many many more.  Hybrid swords, which use either 1 or 2 hands may be added under this category.

Character Sheet Example

Name Skill Name PC PCB SC SCB BP TP XP/TSB
3d10+3 1H Melee AGL 7 PRC 4 2 10 13/23

Weapon LIst

Name Skill Name Skill Bonus Range Weight Cost Special
Axehammer 1H Melee +6 1m 4 lbs 110a Slash/Bludgeon
Butterfly Sword 1H Melee +5 1m 3 lbs 450a Slash/Two-weap
Cane 1H Melee +1 .5m 1 lb 20n Bludgeon; +1 SPD*
Club 1H Melee +4 1m 4 lbs 130n Bludgeon; Knockback
Cutlass 1H Melee +4 1m 2 lbs 175a Slash
Dagger/Knife 1H Melee +2 .25m 1 lbs 2a Slash/PIerce
Falchion 1H Melee +6 1.5m 6 lbs 350a Slash; +2 vs Lt. Armor
Halfmoon Axe 1H Melee +8 1m 5 lbs 150a Slash; +3 vs.

Lt/Md Armor

Hanbo 1H Melee +2 1m 1 lb 50n Bludgeon; +1 SPD*
Hatchet 1H Melee +4 .5m 2 lbs 6a Slash
Hybrid Sword 1H Melee +8 1.5m 5 lbs 350a 1 or 2 H; Slash/Pierce
Katana 1H Melee +8 1m 2 lbs 600a +1 SPD*; Slash/Pierce/

1 or 2 Handed

Knife, Heavy 1H Melee +3 .5m 2 lbs 20a Slash/Pierce
Kris 1H Melee +4 .25m 1 lbs 45a Pierce; +5 vs Med. Armor
Kukri 1H Melee +5 .25m 2 lbs 80a Slash
Lt. Hammer 1H Melee +4 1m 6 lbs 10a Bludgeon; +1 vs Heavy Armor
Longsword 1H Melee +8 1m 4 lbs 150a Slash/Pierce
Mace 1H Melee +6 1m 4 lbs 50a Bludgeon
Machete 1H Melee +5 1m 5 lbs 20a Slash; +5 vs. Plants
Morning Star 1H Melee +6 1m 7 lbs 86a Bludgeon/Pierce
Pickaxe 1H Melee +3 1m 3 lbs 40a Pierce; +1 vs. Heavy Armor
Pickhammer 1H Melee +4 1m 4 lbs 65a Pierce/Bludgeon; +2 vs. Heavy Armor
Rapier 1H Melee +4 1.5m 1 lb 100a Pierce; +2 vs. Med Armor
Sabre 1H Melee +6 1.5m 2 lbs 60a Slash
Scepter 1H Melee +5 1.5m 5 lbs 10c Bludgeon; Knockback
Scimitar 1H Melee +5 1.5m 4 lbs 150a Slash; +2 vs. Mounted
Shortsword 1H Melee +4 1m 2 lbs 100a Slash/Pierce
Warhammer 1H Melee +6 1m 5 lbs 120a Bludgeon; +2 vs. Med/Hvy Armor

*+1 SPD only applies for AGL greater than 7.

2H Melee Edit

This category includes heavier weapons that must be wielded with two hands: battlehammers, double half-moon axes, greatswords, claymores, masamune, and mauls.  Hybrid swords, which use either 1 or 2 hands may be added under this category.  When wielding these weapons, no shields (other than bracers) can be worn, nor can either hand be used for anything other action that turn. Character Sheet Example

Name Skill Name PC PCB SC SCB BP TP XP/TSB
2d10+14 2H Melee STR 9 PRC 3 2 10 13/24

Weapon List

Name Skill Name Skill Bonus Range Weight Cost Special
Battleaxe 2H Melee +15 1.5m 12 lb 200a -1 SPD*; Slash;

+3 vs Lt Armor

Battlehammer 2H Melee +14 1.5m 10 lb 180a -1 SPD*; Bludgeon

+3 vs Hv Armor

Claymore 2H Melee +13 2m 10 lb 500a -1 SPD*; Slash;

+2 vs Mounted/Med Armor

Greatclub 2H Melee +13 1.5m 11 lb 200n -1 SPD*; Bludgeon;

Knockback

Greatsword 2H Melee +14 2.25m 11 lb 550a -1 SPD*; Slash/Pierc
Hybrid 2H Melee +12 1.5m 5 lbs 350a 1 or 2 H; Slash/Pierce
Katana 2H Melee +12 1m 2 lbs 600a Slash/Pierce; 1 or 2H
Masamune 2H Melee +13 3.5m 3 lbs 12c Slash
Maul 2H Melee +18 1.5m 15 lbs 2c -1 SPD*; Bludgeon; +3 vs Md Armor; +5 vs Hvy; Knockback

*-1 SPD only applies for STR less than 8.

Double Ended Edit

This category covers any weapon that has the “head” of the weapon at both ends.  Included are two-ended blades, axes, hammers, and spears.

Character Sheet Example

Name Skill Name PC PCB SC SCB BP TP XP/TSB
3d10+3 Double Ended STR 7 PRC 4 2 10 13/23

Weapon List

Name Skill Name Skill Bonus Range Weight Cost Special
Bo Double Ended +2 2m 2 lbs 100n +1 SPD**; Bludgeon; +5 Parry
DE Bladestaff Double Ended +12 1.5m 3 lbs 41a +1 SPD**; Slash/Pierce; +4 Parry
DE Half-moon Axe Double Ended +15 1m 14 lbs 475a -1 SPD*; Slash; +5 Damage Weapon
DE Longsword Double Ended +12 1.5m 7.5 lbs 350a Slash
DE Sledge Double Ended +14 1.5m 15 lbs 450a -1 SPD*; Bludgeon; +3 vs Hvy Armor; Knockback
Quarterstaff Double Ended +3 2.5m 3 lbs 125n +1 SPD*; Bludgeon; +5 Parry; +5 Trip
Longstaff Double Ended +4 3.5m 4 lbs 220n +1 SPD*; Bludgeon; +4 Parry; +4 Trip

*-1 SPD only applies for STR less than 9.

**+1 SPD only applies for AGL greater than 8.

Polearm Edit

These weapons have the added benefit of reach, which doubles their melee range.  Some of these weapons have a minimum range to them, however, meaning they have no effective offensive capacity below that minimum range.

Character Sheet Example

Name Skill Name PC PCB SC SCB BP TP XP/TSB
3d10+3 Polearm STR 7 PRC 4 2 10 13/23

Weapon LIst

Name Skill Name Skill Bonus Range Weight Cost Special
Glaive Polearm +12 2.5m 10 lbs 80a Slash; +3 vs Mounted
Guisarme Polearm +10 2.5m 12 lbs 90a Slash; +2 vs Lt Armor
Halberd Polearm +11 2.5m 12 lbs 100a Slash/Pierce;
Longspear Polearm +10 2.5m 9 lbs 50a Slash/Pierce; Thrown; +3 Parry/Trip
Naginata (Swordstaff) Polearm +12 2.5m 13 lbs 540a Slash/Pierce; +3 Parry/Trip
Pike Polearm +8 3-8m 5.5-13 lbs 88n Pierce; Set (x2 vs Bull Rush, Charge, or Mounted)
Ranseur Polearm +8 4m 12 lbs 100a Pierce; Set (x2 vs Bull Rush, Charge, or Mounted); Unmount +10
Scythe Polearm +12 2m 10 lbs 750n Slash/Pierce
Shortspear Polearm +5 1m 3 lbs 240n Slash/Pierce; Thrown
Trident Polearm +10 2.5m 4 lbs 150a Pierce; Thrown; +2 Disarm/Unmount; Underwater

Flails Edit

Flails require their own special category because they have a bit of physics involved that takes some getting used to beyond just beating people with them.  To fully realize the potential of a flails, special training is required beyond clubs.

Whether hunting vampires or simply fleeing from ancient temples full of snakes, whips come in many varieties and just look cool.   They can be made of leather, chain, metal cable or what have you.  Whips may be plain or end in a variety of tips such as bone, glass, metal, or our favorite, the morning star.

Character Sheet Example

Name Skill Name PC PCB SC SCB BP TP XP/TSB
2d10+7 Flails STR 7 SPI 4 2 4 3/17

Weapon LIst

Name Skill Name Skill Bonus Range Weight Cost Special
Cat-o'-nine Tails Flails +4 2.5m 1 lb 345a Slash; Entangle +5; Trip +3; Reroll miss x1
Double Flail Flails +12 1.5m 10 lbs 784a Bludgeon; +20 vs Shields
Flail Flails +4 1m 6 lbs 80a Bludgeon; +8 vs Shields
Heavy Flail Flails +10 1.5m 10 lbs 150a Bludgeon; +14 vs Shields
Light Flail Flails +2 .5m 3 lbs 30a Bludgeon; +4 vs Shields
Nunchaku Flails +4 .25m 1 lb 45a Bludgeon; x2 Attacks/Turn
Partitioned Staff Flails +8 3.5m 6 lbs 98a Bludgeon; x2 Attacks/Turn
Whip Flails +2 2.5m .25 lb 13a Slash; Entangle + 5; Trip +3; Grapple +7

Hand to Hand Edit

There are relatively few actual weapons in this category. This category instead focuses on different basic moves one can do when unarmed.  Kinds with added appendages such as tails or wings may also use them under this skill umbrella.

Each of these moves must be learned separately, but they all fall under the Unarmed Skill. To learn the move, roll an Unarmed Skill check vs the DS of the move. If the check is higher, the character has learned the move and can use it. Attempting to use the move without learning it first means no SCB and only 1d10 may be used.

Character Sheet Example

Name Skill Name PC PCB SC SCB BP TP XP/TSB
1d10+16 Hand to Hand AGL 8 PRC 5 2 1 4/16

Weapons List

Name Skill Name Skill Bonus Range Weight Cost Special
Gauntlets HtoH +2 .25m 1 lb 20a +1 Parry;

+5 Disarm (HtoH)

Gauntlets, Spiked HtoH +3 .25m 1 lb 50a Pierce/Bludgeon; +1 Parry; +5 Disarm (Unarmed)
Knuckles HtoH +1 .25m .25 lb 1500n +1 Damage
Knuckles, Spiked HtoH +2 .25m .25 lb 2a +2 Damage

Moves

Name Skill Name Skill Bonus DS Special
Body Slam HtoH -7 25 +10 Damage
Body Throw HtoH -6 31 Knockback; +5 Damage
Bull Rush

(no shield)

HtoH -4 10 Knockback; +5 Damage
Disarm HtoH -10 35 vs Weapon Attack
Grapple HtoH STR 20 Pins opponent
Haymaker HtoH -6 40 x2 Damage
Heavy Punch HtoH -3 24 +4 Damage
Kick HtoH -4 17 +6 Damage
Punch HtoH 0 10 None
Roundhouse HtoH -8 31 +8 Damage; Knockback
Tail Strike HtoH -5 23 Knocback; Trip
Trip HtoH -6 22
Wing Buffet HtoH -2 28 -10 Opposed Ranged Attacks; Blind
Wing Strike HtoH -4 35 Slash

Swordbreaker Edit

This category includes weapons used more for disarming opponents or capturing than killing them.

Character Sheet Example

Name Skill Name PC PCB SC SCB BP TP XP/TSB
3d10+3 1H Melee AGL 7 PRC 4 2 10 13/23

Weapon List

Name Skill Name Skill Bonus Range Weight Cost Special
Battle Cape Swordbreaker 0 1m 5 lbs 315a +5 Parry/Disarm
Hook Sword Swordbreaker +2 1m 3 lbs 111a +7 Parry/Disarm
Net Swordbreaker +10 5m 5 lbs 15a Entangle; +5 Parry/Disarm
Sai Swordbreaker 0 .5m 1 lb 400a

/pair

+8 Disarm
Swordbreaker Swordbreaker +5 1m 4 lbs 500a +10 Parry/Disarm/Break Weapon

Improvised Weapon Edit

Because improvised weapons are not designed to be used as weapons, there is a penalty of -1d10 added to the roll to used improvised weapons, even if the person grows skilled with doing so. This penalty subtracts 1 dice from being rolled before the roll is ever made.

Improvised weapons use STR as their Primary Characteristic and WIS as their Secondary, meaning they get half their WIS score as bonus. Below is an example of someone who has used improvised weapons just enough to gain 1 Trained Point in the skill. If there are no BP or TP in the skill, they do not get to use the Secondary Characteristic or any bonuses supplied by the weapon.

TS Skill Name PC PCB SC SCB BP TP XP/TSB
0d10+6 Improvised Weapon STR 3 WIS 2 0 1 0/6

Special Attacks - Melee Edit

Special attacks are a series of attacks made with melee weapons that do more than the standard effect of the weapon. The weapon skill check is made with the applied Skill Bonus for the move to get the resulting special effect.

Name Skill Name Skill Bonus Range DS Prereq Special
Break Weapon Melee -10 Melee 20 None +10 Damage to Weapons
Counter Attack Melee +Diff. Melee 34 Disarm vs Armor Defense
Disarm Melee -10 Melee 35 Parry vs Weapon Attack
Parry Melee Weapon-based Melee 25 None Used instead of defensive skill
Rampage Melee 0 Melee 35 Strike Through 1 Attack/second after kill
Riposte 1H Melee +Difference Melee 40 Counter Attack Counter Attack vs Armor Defense; +5 Damage
Strike Through Melee 0 Melee 30 Strong Atk 1 Additional Melee Attack after kill
Strong Attack Melee -xd10 Melee 20 STR 6+ +5 Damage/-d10 up to STR
Tornado Attack Melee 0 Melee 50 UPDATE Attacks all within melee

Physical Combat - Ranged Weapons Edit

Ranged combat is combat that typically uses weapons that are thrown or launched, or that have ammo that is launched by the main weapon. Ranged combat is typically between opponents who cannot reach one another with melee weapons.

Thrown Weapons Edit

Any weapon designed to be launched by hand through the air fit into this category. Ranges are given as base increments, not maximums. For every range increment, subtract 2 from the skill check.

Character Sheet Example

Name Skill Name PC PCB SC SCB BP TP XP/TSB
3d10+3 1H Melee AGL 7 PRC 4 2 10 13/23

Weapon List

Name Skill Name Skill Bonus Range Weight Cost Special
Boomerang Thrown Weap. +5 20m .5 lbs 2a Slash; Returns
Darts Thrown Weap. +3 20m .5 lbs 50n Pierce
Javeline/Spear Thrown Weap. +7 10m 2 lbs 150n Pierce
Spear Sling Thrown Weap. +7 15 3 lbs 250n Pierce
Stiletto Thrown Weap. +3 5m .1 lb 1a Pierce; 3 at once
Throwing Axe Thrown Weap. +5 10m 2 lbs 80a Slash; +2 vs Light Armor
Throwing Dagger Thrown Weap. +3 15m 1 lb 20a Pierce
Throwing Hammer Thrown Weap. +4 10m 4 lbs 95a Bludgeon; +3 vs Hvy Armor
Throwing Star Thrown Weap. +10 20m .5 lbs 10a Pierce/Slash; 3 at once

Bows Edit

This category covers any size bow that is manual to draw and release.

Character Sheet Example

Name Skill Name PC PCB SC SCB BP TP XP/TSB
3d10+3 1H Melee AGL 7 PRC 4 2 10 13/23

Weapon List

Name Skill Name Skill Bonus Range Weight Cost Special Ammo
Greatbow Bows +14 50m 5 lbs 10c Pierce Arrow
Longbow Bows +10 40m 3 lbs 750a Pierce Arrow
Longbow, Composite Bows +11 42m 3 lbs 1c Pierce Arrow
Shortbow Bows +6 30m 2 lbs 300a Pierce;

Mounted

Arrow
Shortbow, Composite Bows +7 33m 2 lbs 750a Pierce;

Mounted

Arrow

Crossbows & Guns Edit

This category covers any mechanical device that launches a missile due to elastic force that is not manually drawn and released.

Character Sheet Example

Name Skill Name PC PCB SC SCB BP TP XP/TSB
3d10+3 1H Melee AGL 7 PRC 4 2 10 13/23

Weapon List

Name Skill Name Skill Bonus Range Weight Cost Special
Blow Gun C & G +3 2m .25 lb 50n None
Crossbow C & G +12 25m 2 lbs 10c Upgradeable*
Crossbow, Heavy C & G +16 40m 12 lbs 25c Upgradeable*
Crossbow, Light C & G +6 10m 1 lb 1c Upgradeable*
Pistol C & G +15 50m 2 lbs 200c x2 Attacks/Turn
Rifle C & G +20 100m 7.5 lbs 450c Upgradeable*
Sling C & G +4 15m .25 lb 350n None

*Upgradeable - Regular weapons have modifications that can be made that can enhance the weapon's effectiveness.

--[>Ammo<]-- Edit

This section applies to projectiles that are needed for Bows, Crossbows, or Guns.

Name Skill Name Range Weight Cost Special
Arrows Ammo +0 .1 lb 1a Upgradeable*
Arrows,

Long Range

Ammo +10m .1 lb 2a
Arrows,

Armor Piercing

Ammo -10m .2 lb 2a
Blow Darts Ammo +0 .2 lb 500n Upgradeable*
Bolt Ammo +0 .1 lb 1a Upgradeable*
Bullets Ammo +0 .03 lb 750n Upgradeable*
Shot Ammo +0 .05 lb 10n Upgradeable*

*Upgradeable - Regular weapons have modifications that can be made that can enhance the weapon's effectiveness.

Special Attacks - Ranged Edit

Special attacks are a series of attacks made with ranged weapons that do more than the standard effect of the weapon. The weapon skill check is made with the applied Skill Bonus for the move to get the resulting special effect.

Name Skill Name Skill Bonus Range DS Prereq Special
Break Weapon Melee -10 Melee 20 None +10 Damage to Weapons
Counter Attack Melee +Diff. Melee 34 Disarm vs Armor Defense
Disarm Melee -10 Melee 35 Parry vs Weapon Attack
Parry Melee Weapon-based Melee 25 None Used instead of defensive skill
Rampage Melee 0 Melee 35 Strike Through 1 Attack/second after kill
Riposte 1H Melee +Difference Melee 40 Counter Attack Counter Attack vs Armor Defense; +5 Damage
Strike Through Melee 0 Melee 30 Strong Atk 1 Additional Melee Attack after kill
Strong Attack Melee -xd10 Melee 20 STR 6+ +5 Damage/-d10 up to STR
Tornado Attack Melee 0 Melee 50 UPDATE Attacks all within melee

Physical Combat - Armor Edit

Armor provides protection from physical attacks of most kinds. However, the heavier the armor is, the harder it is to do other skills, especially those that require movement of some kind. Spells with Somatic Components, Movement Skills, Hand to Hand combat, and so-on take penalties for wearing all but the lightest armor. The Skill Bonus column for the Armor adds to the appropriate Armor Skill, but the Skill Penalty applies to these other skills.

Natural/No Armor Edit

Natural or no armor means that the character fights in skin, scales, fur, or cloth, i.e. whatever they would wear around the house during normal active hours.  For a human, this is likely simple clothing.  For a dragon it's their scales.

Name Skill Name PC PCB SC SCB BP TP XP/TSB
3d10+3 Natural Armor AGL 7 PRC 4 2 10 13/23

Light Armor Edit

Light armor includes padded, leather, studded leather, and hide.  These armors are easier to move around in and work best by deflecting near hits and glancing blows rather than absorbing impacts from more direct hits.  Light armor therefore relies heavily on agility to get out of the way and perception to see what’s coming.

Character Sheet Example

Name Skill Name PC PCB SC SCB BP TP XP/TSB
3d10+3 Light Armor AGL 7 PRC 4 2 10 13/23

Armor List

Name Skill Name Skill Bonus Skill

Penalty

Weight Cost Special
Cloth Light Armor +1 -0 2 lbs Varies Social Skills
Padded Light Armor +3 -7 15 lbs 50a
Leather Light Armor +5 -3 10 lbs 100a
Studded Leather Light Armor +7 -5 20 lbs 250a

Medium Armor Edit

Medium armors are heavier but still allow some freedom of movement, but can take direct hits better. Chainmail, ringmail, and scalemail, and breastplate only platemail are considered medium armor.  More exotic forms are wood or ceramic armor.  Given that the armor is heavier, strength comes into play quite a bit, but agility and perception still play an important role.

Character Sheet Example

Name Skill Name PC PCB SC SCB BP TP XP/TSB
3d10+3 1H Melee AGL 7 PRC 4 2 10 13/23

Armor List

Name Skill Name Skill Bonus Skill

Penalty

Weight Cost Special
Chain Shirt Medium Armor +10 -10 25 lbs 1c
Chain Mail Medium Armor +12 -12 35 lbs 1.5c
Hide Medium Armor +10 -9 25 lbs 150a
Scale Male Medium Armor +14 -14 30 lbs 500a
Breastplate Medium Armor +16 -16 30 lbs 2c
Ceramic Scale Medium Armor +18 -8 20 lbs 200c

Heavy Armor Edit

Heavy armor, as the name implies, takes a lot of strength because of its weight.  These types of armor are difficult to move around in, but are capable of taking quite a bit of punishment.  Still, a modicum of perception is required to be anything more than a practice dummy for your opponent.  Heavy armors include banded, splint, and full platemail armor.

Character Sheet Example

Name Skill Name PC PCB SC SCB BP TP XP/TSB
3d10+3 1H Melee AGL 7 PRC 4 2 10 13/23

Armor List

Name Skill Name Skill Bonus Skill

Penalty

Weight Cost Special
Splint Mail Heavy Armor +20 -20 40 lbs 20c
Banded Mail Heavy Armor +22 -22 35 lbs 25c
Half-Plate Heavy Armor +25 -25 45 lbs 60c
Full-Plate Heavy Armor +30 -30 50 lbs 150c
Ceramic Plate Heavy Armor +40 -15 30 lbs 400c

Shield Skill (As Weapon) Edit

Shields are primarily defensive in nature, but they can also be used on offense.  Any kind of shield that is worn loosely (e.g. not bracers) can be used as a weapon as well as for defense. Tower Shields cannot be used as a weapon unless STR is 9+.

Although all of the moves below fall under the Shield Skill roll, each move must be learned seaparately. To learn the move, roll the Shield Skill roll vs the DS of the move. If the skill check is higher, the move can now be used by the character when wielding a shield and using it as a weapon.

Character Sheet Example

Name Skill Name PC PCB SC SCB BP TP XP/TSB
3d10+3 Shield AGL 7 PRC 4 2 10 13/23

Moves

Name Skill Name Skill Bonus Range DS Special
Bull Rush

(with shield)

Shield -6 Melee 10 Knockback x2;

+8 Damage

Shield Slam Shield +2 .5m 14 Knockback;

+3 Damage

Shield Slice Shield +3 .5m 23 +10 Damage
Shield Throw Shield -2/5m STRx5m 35 Ranged
Spiked Shield Shield +4 .5m +2↑ Pierce

Light Shields Edit

Light shields are those mobile pieces of defense that are moved about easily to position them between an incoming attack and the bearer.  Even bracers require training to use for more than incidental defense.  Light shields include bracers, bucklers, and small shields and everything up to and including those of a size with the well known “kite” shields.

Name Skill Name Skill Bonus Skill

Penalty

Weight** Cost** Special
Bracer Light Shield +1 -0 1 lb x 2 20a +3 vs Ranged*
Buckler Light Shield +3 -1 3 lbs 150a +6 vs Ranged*
Small Shield Light Shield +5 -5 5 lbs 30a +10 vs Ranged*

*Front arc only

**Weight and Material Costs based on standard material (leather, wood) can increase with more expensive material.

Heavy Shields Edit

Heavy shields are less about moving them between the attack and the defender and more about having something substantial to hide behind.  They are also used in tight formation to create a nearly impenetrable barrier. Heavy shields are particularly useful against ranged attacks, but they are difficult to move.  Anything larger than a kite shield and including tower shields is considered a heavy shield.

Name Skill Name Skill Bonus Skill

Penalty

Weight** Cost* Special
Kite Shield Heavy Shields +7 -14 10 lbs 90a +15 vs Ranged*
Umbra Shield Heavy Shields +10 -20 25 lbs 250a +20 vs Ranged*
Tower Shield Heavy Shields +12 -25 45 lbs 300a +50 vs Ranged*

*Front arc only

**Weight and Material Costs based on standard material (leather, wood) can increase with more expensive material.

Navigation Edit

Hero's Guild Players Handbook Home Edit

Chapter 1 - Creature Kinds Edit

Chapter 2 - Base Characteristics Edit

Chapter 3 - Skills Edit

Chapter 4 - Traits and Foibles Edit

Chapter 5 - Physical Combat Skills Edit

Chapter 6 - Mystical Skills Edit

Chapter 7 - Equipment Edit

Chapter 8 - Crafting Edit

Chapter 9 - Social and Movement Skills Edit

Chapter 10 - Optional ClassesEdit

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