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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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As an exercise in getting to grips with the weapon customisation rules in Low-Tech Companion 2 and to see if I could spot any especially overpowered options, I made a few fantasy weapons. Most of them probably wouldn't be practical in the real world, but due to quirks of the game rules, they turn out to be strangely effective.
Stabby-smasher A four-foot long wooden haft topped with a four-foot metal spike, the two halves seperated by a flanged metal mace head. Mace with long handle, full-sized spearhead, very long spike. Code:
Damage Reach Parry Cost Weight ST One-handed sw+4 cr 2 0U $155 9 14 or thr+2 imp 3 0U - - 14 Two-handed sw+5 cr 2 0U - - 13† or thr+3 imp 3 0U - - 13† A short wooden haft mounting a large, hooked blade, a curved prong in front of that and a curved hand-guard projecting back along the haft below that. Sickle with prongs and added hilt. Code:
Damage Reach Parry Cost Weight ST Slash sw cut 1 +1 $112.50 2.75 8 Stab sw imp 1 +1U - - 8 Hook thr-2 cut 1 +1U - - 8 Notes: +2 to Disarm, -1 to Holdout, can get stuck, can hook, -2 familiarity penalty. A large hammer with multiple small spikes on one face and a single large one on the other. Maul with spikes and pick. Code:
Damage Reach Parry Cost Weight ST Bludgeon sw+6 cr 1,2* 0U $182 12.5 13‡ or sw+4 imp 1,2* 0U - - 13‡ A wooden club with an extended 'S' shape, studded with metal spikes and a pronged cross-guard. Light Club with spikes, hook, added hilt and prongs. Code:
Damage Reach Parry Cost Weight ST Stick sw+2 cr 1 +1 $132 3.75 10 or thr+2 cr 1 +1 - - 10 |
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| Tags |
| low-tech, weapons |
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