Combat Table
The Combat Table lists all the standard weapons, shields and armour available for characters to use. Each weapon and each type of armour is listed along with all of the properties relevent to using that weapon in combat. For information about what the specific properties mean for each weapon or armour type, see Weapon Properties Descriptions below the table.
Weapon Properties Descriptions
Following are descriptions of the various properties for all the weapons and armour listed on the Combat Table.
Skill
This is the skill required to use the weapon listed. Note that all weapon and armour skills are (specific) skills, meaning you must take the listed skill with a specificity in an individual weapon. For example, if you want to use a Halberd, you need to take the Two-Hand Weapon (Halberd) skill. If you want to be able to use a spear one-handed, two-handed, and to be able to throw it, you will require the Weapon (Spear), Two-Hand Weapon (Spear) and Thrown Weapon (Spear) skills.
Because of their Weapon Mastery Perk, orcs do not have to take specializations, and are able to use every weapon that is specialized from a given skill simply by taking the base skill. For example, if an orc takes the Ranged Weapon skill, they can automatically use a Sling, Short Bow, Long Bow or Crossbow. However, if an orc wants to use a spear in the three different ways describd above, they will still require three different skills.
Bulk
This is the bulk of the weapon, which must be added to the total amount of bulk the player is carrying to determine their bulk factor, which impacts their movement and the use of several skills.
Attack
This lists the base adjustment applied to your weapon skill when making a Fast, Strong, Snap or Ready Attack. If you have a Small Weapon (Dagger) Skill of 16, you roll 2d10+17 when making a Fast Attack with a dagger, and 2d10+15 when making a Strong Attack.
Damage
This lists the base damage you do to your target when you hit them with a Fast, Strong, Snap or Ready Attack. This damage is adjusted by your skill in the weapon, and also may be adjusted by your species.
Example:
A tauran with a Weapon (Battle Axe) skill of 17 who landed a hit with a Fast Attack would do 2d6-1, adjusted by +1 for being a tauran, and +1 for their skill level, for a total damage of 2d6+1. With a Strong attack, they would so 3d6-2, adjusted by +1 for being a tauran, and +1 for their skill level. The fact that the tauran's attack roll when doing a Strong Attack would be make their effective skill 18 does not raise their damage adjustment based on their skill to +2.
Effect
Some weapons allow you to attempt to apply an effect against your opponent, instead of doing damage. If you wish to attempt to impose an effect on your target, you must declare it before you make your attack roll. If you succeed, you apply the effect instead of doing damage.
Example:
To attempt to trip your opponent using your Weapon (Spear) skill, you must declare your intent to do so, and then successfully land a Strong Attack. If you also have the Two-Handed Weapon (Spear) skill, you could attempt to trip your opponent using a Fast Attack with that skill instead. The choice is yours.
Block (Ranged)
This lists the base adjustment applied to your skill when attempting to Block a Snap or Ready Attack. Note that only Shields can block ranged attacks (unless you have the Ranged Parry Perk, in which case you can also block ranged attacks when unarmed).
Block (Melee)
This lists the base adjustment applied to your skill when attempting to Block a Fast or Strong Attack. If you have an Off-Hand Weapon (Hand Axe) Skill of 15, you roll 2d10+16 when attemping to Block a Fast Attack with a Hand Axe in your off-hand, and 2d10+14 when attemping to Block a Strong Attack with a Hand Axe in your off-hand.
Range (Snap)
This defines your minimum and maximum range in hexes when making a Snap Attack with a Ranged Weapon or Thrown Weapon. Maximum Range is usualy listed as a multiplier of your skill in the weapon or of an Attribute. For example, the maximum range you can make a Snap Attack using your Thrown Weapon (Knife) skill is equal to Physical Attribute, while the maximum range you can make a Snap Attack using your Ranged Weapon (Short Bow) skill is equal to two times your skill. Minimum range is the range within which the presence of any enemy denies you the ability to make a Snap Attack using this weapon. For example, if any enemy (not just your intended target) is within 2 hexes, you may not make a Snap Attack using your Thrown Weapon (Hand Axe) skill.
Range (Ready)
This defines your minimum and maximum range in hexes when making a Ready Attack with a Ranged Weapon or Thrown Weapon. Maximum Range is usualy listed as a multiplier of your skill in the weapon or of an Attribute. For example, the maximum range you can make a Ready Attack using your Thrown Weapon (Javelin) skill is equal to four times your Physical Attribute, while the maximum range you can make a ready Attack using your Ranged Weapon (Sling) skill is equal to six times your skill. Minimum range is the range within which the presence of any enemy denies you the ability to make a Ready Attack using this weapon. For example, if any enemy (not just your intended target) is within 6 hexes, you may not make a Ready Attack using your Ranged Weapon (Crossbow) skill.
Armour Properties Descriptions
Following are descriptions of the various properties for armour listed on the Combat Table.
Protect
This is the Protection offered by the specified Armour being worn. Protection is subtracted from the damage done before the remaining damage is applied to Health. For example, if your character is wearing Chain Armour, and the are hit by a Strong Attack from a Scimitar that does 9 damage, then that damage is reduced by the 4 before the remaining 5 points is applied to Health. Note that the Protection of armour can be modified by fine crafting, by magic, or by other means. Additionally, Protection is cumulative, meaning you may have Protection from other sources in addition to your armour. The total value of all your Protection, not just that of your armour, should be taken into account every time you take damage.
Dodge (Ranged)
This lists the base adjustment applied to your Armour or Unarmoured skill when attempting to Dodge a Snap or Ready Attack. If you are wearing Leather Armour and have a Medium Armour (Leather) Skill of 17, you roll 2d10+17-2 when attemping to Dodge a Ready or Snap Attack.
Dodge (Melee)
This lists the base adjustment applied to your Armour or Unarmoured skill when attempting to Dodge a Fast or Strong. If you are wearing Padded Armour and have a Light Armour (Hide) Skill of 16, you roll 2d10+16+1 when attemping to Dodge a Fast Attack, and you roll 2d10+16+2 when attemping to Dodge a Strong Attack.
Artillery Properties Descriptions
Following are descriptions of the various properties for artillery listed on the Combat Table.
Crew
Artillery pieces are crew served weapons, typically requiring several people with the artillery skill specific to that weapon to operate and transport it. The values listed for Full, Min and Trans are the number of people with the skill who are required to operate the artillery pieces at full efficiency, minimum effectiveness, or to transport the weapon, respectively. Having fewer that the Full crew reduces the refire rate and effective skill of the weapon. Without the minimum crew, the weapon cannot be fired at all. Without the transport crew, the weapon cannot be moved to or from the battlefield, or repositioned.
Refire
The refire rate for an artillery piece defines mow many turns to take to refire the weapon given a full crew. For every member of crew fewer than the full complement, the refire rate reduced by the amount specified in the 'Redc' (reduced) column.
Attack
Artillery attacks are always considered Ready Attacks, and under no circumstances can an artillery pieces be fired more than once per turn - even with magic. Artillery crews fire their weapon using the combined effort rules, with a maximum of four operators contributing to the combined effort of the attack roll. For every member of the crew fewer than the full complement, an attack penalty is applied.
Damage and Effect
Uniquely, artillery always applies both its damage, and its effect to anyone hit by the projectile. Getting hit is almost always fatal, so also being Slammed is usually irrelevant.
Radius
Most artillery launches huge projectiles that cause damage over a radius on impact. When a projectile lands, full damage and any effect is done in the impact hex and in as many adjacent rings of hexes as defined by the radius. In the next ring of hexes, damage is halved, and halved again for each subsequent ring until damage is irrelevent.
Range
Most artillery (with the exception of ballistas and scorpions) are indirect fire weapons, that lob their projectiles on a long arc. Consequently, they have a fairly narrow band of effective range, and they must be positioned correctly on the battlefield so that their intended targets are within this band. A 21C using the Strategy skill is required to anticipate the correct positioning of artillery prior to a battle that it may be brought to bear effectively, otherwise, artillery may need to be repositioned - which requires the transport crew and generally takes a very long time.
Example: firing a catapult
In the middle of a battle, a column of infantry attempt to move across a bridge which is 75 hexes away from a catapult and crew who are positioned to fire on the bridge. The catapult crew were attacked earlier, and lost two members of their 10 person crew, but managed to repel their attackers. Their catapult is loaded and ready when the infantry make their move, so they can fire immediately. They use a combined effort to aim and fire. The crew cammander has an Artillery (Catapult) skill of 17 and the next three most skilled oeprators all have skills of 15, so each will provide +2, for a total of +6. Unfortunately, as their crew is reduced, they suffer -3 to hit for each member below 10, for a penalty of -6.
The commander makes final adjustments and orders the catapult to fire, and rolls a (14+17+6-6=31). The rock is loosed, and it flies through the air, landing in the middle of the bridge. It is an area of effect attack, and so cannot be dodged. The attacker rolls 3d20 for damage, getting a 31, and adds +1 for havinf a 17 skill for a total of 32. Catapults do their full damage in the impact hex and a 1 hex radius. This means all seven infantry in center of the impact take 32 damage, if not killing them all, rendering them all unconscious and bleeding. In the next ring of hexes, everyone takes 16 damage and is Slammed. In the next ring, 8 damage. Then 4, then 2, then 1 again, all with the Slam effect. With several of the enemy killed and many more wounded, the commander orders the crew to reload the catapult. It would normally take 10 turns before they can refire, but as they are down 2 crew, it will take 14 turns. Very likely the infantry they just fired on will be here before they get it reloaded.