Weapons
Weapons are divided into four damage types: Cutting, Stabbing, Flange, and Blunt.
For a given amount of Impact Damage, each of these weapon types does differing amounts of physical damage.
Cutting weapons are swords, daggers, and axe blades used in a slashing motion.
Stabbing weapons include the thrusting points of swords, daggers, spears, and polearms.
Flange impact covers the special case of maces or polearms equipped with a mace head composed of blunted right angle flanges.
Blunt impact includes all forms of damage from sticks, clubs, hammers, fists and kicks.
Each of these attacks have different effects.
Cutting attacks are best suited for use against light to medium armor, Stabbing and Flange weapons for heavily armored targets, and Blunt weapons for light to no armor.
The Weapon Data Table (2A) contains data for over 30 weapons.
They have been divided into three categories: One Handed, Two Handed, and Blunt Impact weapons.
One Handed weapons suitable for use with two hands have been indicated.
The axe, mace, and polearm data apply to a general category of weapons.
The player chooses the weapon's head type (flange, axe blade, or blunt), which determines the type of damage done (flange, cutting, or blunt), as described in section 6.2: Damage.
A description of the weapon characteristics follow.
Weight: The weight of the weapon in pounds.
Weapon Speed (WS): This measures the speed with which offensive strikes or defensive parries can be made.
The larger the WS, the faster the weapon.
The WS determines the Weapon Actions (WA).
The WA is the number of weapon actions, either parries or strikes, that can be taken each two second phase of combat.
WA = (WS) x (BAT) where BAT is the character's Base Action Time
Weapon Class (WC): This is the weapon's accuracy – the larger the WC the more accurate the weapon.
A character's Attack Level is the sum of his Combat Skill Level and Weapon Class.
Impact: This is the Impact Damage delivered by the weapon in a normal stroke.
The first number, in parentheses, should be rolled randomly from 1 to the number indicated.
The second number is added to the result.
Note that this measures Impact, not physical damage.
Although a stick may hit with the same Impact as a sword, it does much less physical damage because it will not penetrate.
Example: (6) + 2 indicates the weapon does a six sided die plus 2 points of Impact Damage, or from 3 to 8 ID.
Range: This is the weapon's range in two foot game hexes.
A plus sign (+) following the weapon range indicates the weapon can tip hit at 1 hex range greater than indicated.
Slashing blows at this larger tip hit range do not add the second number to the randomly rolled Impact Damage.
Example: A hand and a half sword has a range of2+ hexes and does (6) + 2 ID in a slashing stroke.
At range 1 or 2 hexes a slash would do (6) + 2 or from 3 to 8 ID as given in the preceeding example.
If used at a range of 3 hexes (tip hit) it would do only (6) ID, or from 1 to 6 points.
Fredor, Lord of the Inner Sea
Weapons [R-FRP-8.1.4.1]