Melee Weapons Rules and Construction Guidelines


 

Type

Weapon

Total Length (Inches)

Starting Cost

Notes

Sword

Dagger

12 – 20

1

 
 

Hatchet

14 – 22

1

 
 

Short Sword

21 – 33

2

 
 

Long Sword

34 – 46

3

 
 

Bastard Sword

40 - 56

4

Hilt must be a minimum of 12”. Can be wielded two handed for +1 damage

 

Great Sword

48 – 62

4

Two Handed

Axe

Short Axe

21 – 35

2

 
 

Battle Axe

36 – 48

3

 
 

Great Axe

50 - 64

4

Two Handed

Polearm

Staff   

60 – 72

3

Two Handed Light Weapon (1 damage)
 

Spear

60 - 72 4  

   

Polearm

60 - 72

5

Two handed

Mace

Short Mace

21 – 33

2

 

   

War Mace

36 – 46

3

 

   

Great Mace

48 – 62

4

Two Handed
 

Damage dealt per strike is determined by the base damage of the weapon (1 if 1-hands or 2 if 2-handed). A Bastard Sword may be used 1-handed or 2-handed.  While a Staff is Two-Handed, it does not grant 2 Base Damage.  All Great Weapons and Polearm are Two Handed weapons and can be weilded in conjunction with a buckler if you so choose.  To that, additional damage points may be added based on Martial School bonuses, weapon bonuses, Strength effects, skills, and crafted items.

Any character may use any melee weapon with either hand if they are naturally able to do so without a tagline skill. However, when writing up your character, you must designate a primary hand for purposes of game mechanics. All Combat and Martial Skill taglines may only be called if the weapon is held in your primary hand. Simply put: you can only use your Combat or Martial Skills with your primary\ hand. Your off hand is too clumsy for calculated smooth motions. If your primary weapon arm is wounded, you may no longer attack or defend using Combat or Martial Skills that depend on a weapon (such as Vital Strike, Parry, Disarm, Recover, etc). You may still use defensive maneuvers that do not depend on a weapon with your off hand (such as Dodge, Shield Combat Skills, etc) and you may still attack using only the base damage of your weapon. Base damage includes the weapon's natural damage, strength bonuses, etc.

The exception to this is when you take the Ambidextrous Advantage, in which case Combat and Martial Skills may be called with either hand at any time. Practically speaking, this allows you to call your Martial Skills with either hand when wielding dual weapons. We recognize that most people are not naturally ambidextrous, and, therefore, they stand very little chance of being effective with their off hand. Larger weapons are considered uncontrollable by an untrained user, thus the need for Ambidextrous or an appropriate Martial Skill, which represents long hours of practice and training. There may be some cases where you can gain the ability to wield dual long sword length weapons, but, generally speaking, two long weapons of the same length will get entwined too easily to be practical. Obviously, you may never wield two great swords, as they are naturally two-handed weapons. You could, however, potentially wield two bastard swords, since they can naturally be used one or two handed.

Improvised Weapons

Improvised weapons last for one event or until they are broken.. Once broken they cannot be fixed, and must be remade by an Outfitter.  Materials CANNOT be salvaged off of these broken parts.

Phys-Rep Requirements

Improvised weapons must be White in color,  All weapons MUST follow safety guidelines and are subject to approval by Staff.  If you have any questions, please see our Safety Marshalls or Monster Town Manager.

Chart for weapons cost:

Pattern Name

PPD

Copper Cost

Material

Rarity

Description

Special Notes

Improvised Thrown Weapon (2)

1

1

       

Improvised Short Weapon

1

2

       

Improvised Long Weapon

2

3

       

Improvised Great Weapon

3

4

       

Improvised Giant Weapon

4

5

       
 

 

Construction Guidelines

All melee weapons are subject to a safety inspection at Check In at each event.

Latex weapons will be approved of on a case-by-case basis by Staff. Latex weapons will not be used for any thrusting melee weapon, as there is no thrusting tip.

Any thrusting weapon MUST have a minimum 2" open cell foam thrusting tip for one handed weapons, and 3" open cell foam thrusting tip for two handed weapons. Any character using the Knock Out ability MUST have open cell pommels on their weapons with a minimum 2" open cell foam.

Cores must have at least one half inch of closed cell foam layered between the core and the thrusting tip and/or pommel.

All of our specialty Combat Skills and Martial Skills (such as Vital strikes, dodges, parries, etc.) are covered under the Martial Schools section of the rulebook in Chapter 12. Combat Skills reset after 10 minutes of rest.