Weapon Damage Range Type Weapon Group Hands Qualities Size Weight Price Adze 1D6 --- Piercing, Slashing Axes 1 One-Hand Small 4 Lbs

Total Page:16

File Type:pdf, Size:1020Kb

Weapon Damage Range Type Weapon Group Hands Qualities Size Weight Price Adze 1D6 --- Piercing, Slashing Axes 1 One-Hand Small 4 Lbs Weapon Damage Range Type Weapon Group Hands Qualities Size Weight Price Adze 1d6 --- Piercing, Slashing Axes 1 One-hand Small 4 lbs. 3 gp Awl Pike 1d8 --- Piercing Polearms, Spears 2 Brutal, Reach, Two-hand Medium 12 lbs. 10 gp Axe, battleaxe 1d8 --- Slashing Axes 1 Brutal, One-hand Small 6 lbs. 10 gp Axe, double orc axe 1d8/1d8 --- Slashing Axes 2 Brutal, Double Medium 15 lbs. 60 gp Axe, dwarven waraxe 1d10 --- Slashing Axes 2 Brutal,One-hand Small 8 lbs. 30 gp Axe, greataxe 1d12 --- Slashing Axes 2 Brutal, Two-hand Medium 12 lbs. 20 gp Axe, hand axe 1d6 --- Slashing Axes 1 Brutal, Off-hand Small 3 lbs. 6 gp Axes, Light Blades, Light Axe, throwing 1d6 10 ft. Slashing Thrown 1 Off-hand Tiny 2 lbs. 8 gp Bardiche 1d10 --- Slashing Axes, Polearms 2 Brutal, Reach, Two-hand Medium 12 lbs. 7 gp Bludgeoning, Hammers, Picks, Bec de Corbin 1d8 --- Piercing, Slashing Polearms 2 Reach, Two-hand Medium 10 lbs. 8 gp Belaying Pin 1d4 --- Bludgeoning Maces & Clubs 1 Off-hand Tiny 2 lbs. 2 cp Bill 2d4 --- Piercing, Slashing Axes, Polearms 2 Reach, Two-hand Medium 15 lbs. 7 gp Heavy Blades, Bill-guisarme 1d10 --- Piercing, Slashing Polearms, Spears 2 Reach, Two-hand Medium 15 lbs. 7 gp Blowgun 1d3 10 ft. Piercing breath 2 Small 2 lbs. 5 gp Bo Stick 1d6 --- Bludgeoning Staffs 1 One-hand Small 4 lbs. 5 cp Bolas 1d4 10 ft. Bludgeoning Whips, Ropes & Chains 1 Tiny 2 lbs. 5 gp Bolas, two-ball 1d4 10 ft. Bludgeoning Whips, Ropes & Chains 1 Tiny 2 lbs. 5 gp Boomerang 1d4 30 ft. Bludgeoning Light Thrown 1 Tiny 2 lbs. 5 sp Bow, composite longbow 1d8 110 ft. Piercing Bows 2 Brutal Medium 3 lbs. 100 gp Bow, composite shortbow 1d6 70 ft. Piercing Bows 2 Brutal Small 2 lbs. 75 gp Bow, elven double 1d8 90 ft. Piercing Bows 2 Brutal Medium 3 lbs. 1000 gp Bow, longbow 1d8 100 ft. Piercing Bows 2 Brutal Medium 3 lbs. 75 gp Bow, shortbow 1d6 60 ft. Piercing Bows 2 Brutal Small 2 lbs. 30 gp Brandistock 1d6 --- Piercing Staffs 1 One-hand Small 5 lbs. 15 gp Calculus, Gnome 50 ft. Slings 2 Small 2 lbs. 50 gp Catapult 1d4 10 ft. Bludgeoning Slings 2 Tiny 1 lb. 1 sp Chain, spiked 2d4 --- Slashing Whips, Ropes & Chains 2 Reach Medium 10 lbs. 25 gp Chain-and-dagger 1d4 --- Slashing Whips, Ropes & Chains 2 Reach Medium 4 lbs. 4 gp Chakram 1d4 30 ft. Slashing Light Thrown 1 Tiny 2 lbs. 15 gp Weapon Damage Range Type Weapon Group Hands Qualities Size Weight Price Bludgeoning, Whips, Ropes & Chains, Chijikiri 1d6 --- Piercing Spears 1 One-hand Small 6 lbs. 6 gp Claw Bracer 1d4 --- Piercing Daggers, Unarmed 1 Off-hand Tiny 2 lbs. 30 gp Claymore 1d10 --- Slashing Heavy Blades 2 High Crit, Two-hand Medium 8 lbs. 25 gp Club 1d6 10 ft. Bludgeoning Maces & Clubs 1 One-hand Small 3 lbs. 0 gp Club, greatclub 1d10 --- Bludgeoning Maces & Clubs 2 Two-hand Medium 8 lbs. 5 gp Craghammer 1d10 --- Bludgeoning Hammers 1 Brutal, Versatile Small 6 lbs. 20 gp Crossbow, great 1d12 150 ft. Piercing Crossbows 2 Brutal Medium 15 lbs. 100 gp Crossbow, hand 1d4 30 ft. Piercing Crossbows 1 Brutal Tiny 2 lbs. 100 gp Crossbow, heavy 1d10 120 ft. Piercing Crossbows 2 Brutal Small 8 lbs. 50 gp Crossbow, heavy repeating 1d10 120 ft. Piercing Crossbows 2 Brutal Small 12 lbs. 400 gp Crossbow, light 1d8 80 ft. Piercing Crossbows 2 Small 4 lbs. 35 gp Crossbow, light repeating 1d8 80 ft. Piercing Crossbows 2 Brutal Small 6 lbs. 250 gp Crowbar 1d6 --- Bludgeoning Maces & Clubs 1 One-hand Small 5 lbs. 2 gp Curve Blade, elven 1d10 --- Slashing Light Blades 2 High Crit, Two-hand Medium 7 lbs. 80 gp Cutlass 1d8 --- Slashing Heavy Blades 1 One-hand Small 4 lbs. 12 gp Dagger 1d4 10 ft. Piercing, Slashing Daggers, Light Thrown 1 High Crit, Off-hand Tiny 1 lb. 2 gp Dagger, triple dagger 1d4 --- Piercing Daggers 1 Off-hand Tiny 1 lb. 10 gp Dart 1d4 20 ft. Piercing Light Thrown 1 Tiny ½ lb. 5 sp Dirk 1d4 --- Piercing Daggers, Light Blades 1 High Crit, Off-hand Tiny 1 lb. 2 gp Drusus 1d8 --- Slashing Light Blades 1 One-hand Small 3 lbs. 50 gp Duom 1d8 --- Piercing Polearms, Spears 2 Brutal, Reach, Two-hand Medium 8 lbs. 20 gp Estoc 1d6 --- Piercing Heavy Blades 1 One-hand Small 5 lbs. 14 gp Falchion 2d4 --- Slashing Heavy Blades 2 High Crit, Two-hand Medium 8 lbs. 75 gp Fauchard 1d8 --- Slashing Heavy Blades, Polearms 2 Brutal, Reach, Two-hand Medium 7 lbs. 7 gp Heavy Blades, Fauchard-fork 1d10 --- Piercing, Slashing Polearms, Spears 2 Brutal, Reach, Two-hand Medium 9 lbs. 8 gp Flail 1d8 --- Bludgeoning Whips, Ropes & Chains 1 One-hand Small 5 lbs. 8 gp Flail, dire flail 1d8/1d8 --- Bludgeoning Whips, Ropes & Chains 2 Double Medium 10 lbs. 90 gp Flail, heavy 1d10 -- Bludgeoning Whips, Ropes & Chains 2 Two-hand Medium 10 lbs. 15 gp Weapon Damage Range Type Weapon Group Hands Qualities Size Weight Price Flail, triple-headed 1d10 --- Bludgeoning Whips, Ropes & Chains 1 Versatile Small 6 lbs. 15 gp Fork 1d6 --- Piercing Spears 2 Two-hand Medium 6 lbs. 8 sp Fukimi-bari (Mouth Dart) 1 5 ft. Piercing breath 1 Diminuitive 1/10 lb. 3 gp Fullblade 2d8 --- Slashing Heavy Blades 2 Two-hand Medium 23 lbs. 100 gp Gaff/hook 1d4 --- Piercing Light Blades 1 Off-hand Tiny 2 lbs. 2 cp Gauntlet 1d4 --- Bludgeoning Unarmed 1 Off-hand Tiny 1 lb. 2 gp Gauntlet, bladed 1d6 --- Slashing Unarmed 1 Off-hand Tiny 4 lbs. 30 gp Gauntlet, spiked 1d4 --- Piercing Unarmed 1 Off-hand Tiny 1 lb. 5 gp Gauntlet, spring-loaded 1d4 --- Piercing Crossbows 1 Off-hand Tiny 4 lbs. Gladius 1d6 --- Piercing Light Blades 1 Off-hand Tiny 3 lbs. 10 gp Glaive 1d10 --- Slashing Heavy Blades, Polearms 2 Reach, Two-hand Medium 10 lbs. 8 gp Heavy Blades, Glaive-guisarme 2d6 --- Piercing, Slashing Polearms, Spears 2 Reach, Two-hand Medium 10 lbs. 10 gp Guisarme 2d4 --- Slashing Polearms, Spears 2 Reach, Two-hand Medium 12 lbs. 9 gp Heavy Blades, Guisarme-voulge 2d4 --- Piercing, Slashing Polearms, Spears 2 Reach, Two-hand Medium 15 lbs. 8 gp Bludgeoning, Whips, Ropes & Chains, Gyrspike 1d8/1d8 --- Slashing Heavy Blades 2 Medium 20 lbs. 90 gp Halberd 1d10 --- Piercing, Slashing Axes, Polearms, Spears 2 Brutal, Reach, Two-hand Medium 12 lbs. 10 gp Bludgeoning, Hammer, gnome hooked 1d8/1d6 --- Piercing Hammers, Picks 2 Double Small 6 lbs. 20 gp Hammer, light 1d4 20 ft. Bludgeoning Light Thrown, Hammers 1 Off-hand Small 1 lb. 1 gp Harpoon 1d10 30 ft. Piercing Heavy Thrown 1 Brutal Small 10 lbs. 15 gp Hatchet 1d4 --- Slashing Axes 1 Off-hand Tiny 3 lbs. 2 gp Hook fauchard 2d4 --- Piercing, Slashing Heavy Blades, Polearms 2 Reach, Two-hand Medium 8 lbs. 10 gp Jambiya 1d4 --- Piercing, Slashing Daggers 1 High Crit, Off-hand Tiny 1 lb. 4 gp Javelin 1d6 30 ft. Piercing Heavy Thrown, Spears 1 Small 2 lbs. 1 gp Whips, Ropes & Chains, Javelin, spinning 1d8 50 ft. Piercing Spears, Heavy Thrown 1 Small 2 lbs. 2 gp Jitte 1d4 --- Bludgeoning Staffs 1 Off-hand Tiny 2 lbs. 5 sp Weapon Damage Range Type Weapon Group Hands Qualities Size Weight Price Kama 1d6 --- Slashing Picks 1 Off-hand Tiny 2 lbs. 2 gp Katana 1d10 --- Piercing, Slashing Heavy Blades 1 High crit, Versatile Small 6 lbs. 100 gp Katar (punching dagger) 1d4 --- Piercing Daggers 1 Off-hand Tiny 1 lb. 2 gp Kau sin ke 1d8 --- Bludgeoning Whips, Ropes & Chains 1 Reach Small 4 lbs. 3 gp Bludgeoning, Kawanaga 1d3 --- Piercing Whips, Ropes & Chains 2 Reach Small 1 lb. 1 gp Khopesh 1d8 --- Slashing Heavy Blades 1 High Crit, One-hand Small 12 lbs. 20 gp Kurkri 1d4 --- Slashing Daggers 1 High Crit, Off-hand Tiny 2 lbs. 4 gp Lance, heavy 1d10 --- Piercing Lances 2 Medium 15 lbs. 15 gp Lance, jousting 1d4 --- Piercing Lances 2 Small 20 lbs. 20 gp Lance, light 1d6 --- Piercing Lances 2 Small 5 lbs. 6 gp Lance, Medium 1d8 --- Piercing Lances 2 Small 10 lbs. 10 gp Lasso 10 ft. Whips, Ropes & Chains 2 Medium 3 lbs. 5 sp Hammers, Picks, Lucerne Hammer 2d4 --- Piercing Polearms 2 Reach, Two-hand Medium 10 lbs. 12 gp Mace, double mace 1d8/1d8 --- Bludgeoning Maces & Clubs 2 Medium 25 lbs. 125 gp Mace, heavy 1d8 --- Bludgeoning Maces & Clubs 1 One-hand Small 8 lbs. 12 gp Mace, light 1d6 --- Bludgeoning Maces & Clubs 1 Off-hand Tiny 4 lbs. 5 gp Bludgeoning, Mace-axe 2d4 --- Slashing Axes, Maces & Clubs 2 Two-hand Small 9 lbs. 12 gp Machete 1d6 --- Slashing Heavy Blades 1 Off-hand Small 5 lbs. 8 gp Main-Gauche 1d4 --- Piercing, Slashing Daggers 1 Off-hand Tiny 2 lbs. 3 gp Polearms, Whips, Ropes Mancatcher --- & Chains 2 Reach, Two-hand Medium 8 lbs. 30 gp Manti 1d8 --- Piercing Spears 2 Small 9 lbs. 15 gp Maul 1d10 --- Bludgeoning Hammers 2 Brutal, Two-hand Medium 20 lbs. 15 gp Military Fork 1d6 --- Piercing Spears 2 Two-hand Medium 6 lbs. 5 gp Mordenkrad 2d6 --- Bludgeoning Hammers 2 Brutal, Two-hand Medium 12 lbs. 30 gp Bludgeoning, Morningstar 1d8 --- Piercing Maces & Clubs 1 One-hand Small 6 lbs. 8 gp Nagimaki 1d8 --- Slashing Heavy Blades, Polearms 2 Brutal, Reach, Two-hand Medium 6 lbs. 6 gp Bludgeoning, Heavy Blades, Maces & Naginata 1d8 --- Slashing Clubs, Polearms, Staffs 2 Brutal, Reach, Two-hand Medium 10 lbs.
Recommended publications
  • Fall 03 SP Pgs 10-17
    THIS ARTICLE WAS ORIGINALLY PUBLISHED IN THE FALL OF 2003 IN THE COLD STEEL MAIL ORDER CATALOG, ”SPECIAL PROJECTS” COPYRIGHT © 2003 LYNN C. THOMPSON COPYRIGHT © 2003 COLD STEEL, INC. ALL RIGHTS RESERVED CAMPFIRE CUT This was another timed event intended to test a contestant’s knife and its ability to function effectively as a camp knife. For example, could the contestant use his knife to make kindling for a fire? The challenge here was to produce, in thirty seconds, RIPOSTE a large quantity of splinters from a six inch 2X4. HANGING PLASTIC BOTTLE This extremely difficult test involved severing an empty 16 ounce plastic water THE 2003 BLADE SHOW bottle. The bottle was suspended in mid air by a single upholstery thread. The tricky part was cutting the bottle without breaking the thread in the process! After a long absence and much urging from our loyal customers and fans, we decided to attend the Blade show in Atlanta one more time. Here are some of the ROPE CUT high points and low points from our perspective. The final event of the day required each contestant to predict the total number of free hanging manila ropes he could sever in a single stroke. The difficult part, of course, involved living up to one’s prediction. Failure to cut the predicted number HIGH POINTS... of ropes would result in a no score. Throughout the contest, spectators were entertained and educated by the folksy, down home banter of M.C. Jerry Fisk, who did a fantastic job keeping the event on CUSTOMERS AND FANS course.
    [Show full text]
  • The European Bronze Age Sword……………………………………………….21
    48-JLS-0069 The Virtual Armory Interactive Qualifying Project Proposal Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for graduation by _____________________________ ____________________________ Patrick Feeney Jennifer Baulier _____________________________ Ian Fite February 18th 2013 Professor Jeffrey L. Forgeng. Major Advisor Keywords: Higgins Armory, Arms and Armor, QR Code 1 Abstract This project explored the potential of QR technology to provide interactive experiences at museums. The team developed content for selected objects at the Higgins Armory Museum. QR codes installed next to these artifacts allow visitors to access a variety of minigames and fact pages using their mobile devices. Facts for the object are selected randomly from a pool, making the experience different each time the code is scanned, and the pool adapts based on artifacts visited, personalizing the experience. 2 Contents Contents........................................................................................................................... 3 Figures..............................................................................................................................6 Introduction ……………………………………………......................................................... 9 Double Edged Swords In Europe………………………………………………………...21 The European Bronze Age Sword……………………………………………….21 Ancient edged weapons prior to the Bronze Age………………………..21 Uses of European Bronze Age swords, general trends, and common innovations
    [Show full text]
  • Weapon Group Feats for Pathfinder: Class: Weapon Group Proficiencies
    Weapon Group Feats for Pathfinder: Class: Weapon Group Proficiencies at 1st Level: Alchemist Basic weapons, Natural, Crossbows, any other 1 Barbarian Basic weapons, Natural, any other 4 Bard Basic weapons, Natural, any other 3 Cavalier Basic weapons, Natural, Spears, any other 3 Cleric Basic weapons, Natural, deity’s weapon group, any other 2(3 groups if not following a deity) Druid Basic weapons, Natural, druid weapons, any other 1 Fighter Basic weapons, Natural, any other 5 Gunslinger Basic weapons, Natural, firearms, any other 3 Monk Basic weapons, and all monk weapons Inquisitor Basic weapons, Natural, deity’s weapon group, Bows or Crossbows, any other 3 (4 groups if not following a deity) Magus Basic weapons, Natural, any other 4 Oracle Basic weapons, Natural, any other 1 (+3 if taking Skill at Arms) Paladin/Anti­Paladin Basic weapons, Natural, any other 4 Ranger Basic weapons, Natural, any other 4 Rogue Basic weapons, Natural, any other 3 Sorcerer Basic weapons, Natural, spears, crossbows , any other 1 Summoner Basic weapons, Natural, spears, crossbows , any other 1 Witch Basic weapons, Natural, spears, crossbows , any other 1 Wizard Basic weapons, Natural, spears, crossbows This system doesn’t change Racial Weapon Familiarity. Weapon Group Name: Weapons In Group: Axes bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, light pick, mattock, orc double axe, pata, and throwing axe Basic club, dagger, quarterstaff, and sling Blades, Heavy bastard sword, chakram, double chicken saber, double
    [Show full text]
  • Illusionists: Illusionists Are a Special Class of Magic Light
    WARLOCK Rules for the Universe of 1999-2000 Credits Original Rules Robert Cowan; Basic Combat System Dave Clark; Basic Magic System Kenneth M. Dahl; Basic Clerical System Mike Lowry and Pat Shea; Thievish Rules Nick Smith; Other Systems and Rules Previous Version Bart Hibbs Current Version Mike Riley; Editor who actually do things in the world of your referee, but the Introduction players control them. We suggest you have only a small Several years ago, the first copies of a new game called number of player characters per player. In our games we Dungeons and Dragons appeared on the market. Fantasy allow any player to involve any 2 of his characters in any fans and gamers in general were enthralled at the one adventure or expedition. Whether these player possibilities. Most of them became hooked on the game, due characters are Fighters or Elves, Clerics or Dwarves, to its unusual and imaginative nature. You could actually do remember that in their own world, they are people, and treat unusual things: slay dragons, rescue the downtrodden, and them accordingly. just grab loot. Characteristics: There are eight things that are When our group first started playing the game, our determined for each character at his or her creation: overall reaction was that it had great ideas, "but“but maybe Strength, Intelligence, Wisdom, Constitution, Dexterity, we should change the combat system, clarify the Magic, and Agility, Charisma, and Size. These are called redo the monsters".monsters”. Warlock is not intended to ‘characteristics’. See the rules on ‘Creating Player replace D&D, and, indeed would not exist without that Characters’ for more.
    [Show full text]
  • Rules and Options
    Rules and Options The author has attempted to draw as much as possible from the guidelines provided in the 5th edition Players Handbooks and Dungeon Master's Guide. Statistics for weapons listed in the Dungeon Master's Guide were used to develop the damage scales used in this book. Interestingly, these scales correspond fairly well with the values listed in the d20 Modern books. Game masters should feel free to modify any of the statistics or optional rules in this book as necessary. It is important to remember that Dungeons and Dragons abstracts combat to a degree, and does so more than many other game systems, in the name of playability. For this reason, the subtle differences that exist between many firearms will often drop below what might be called a "horizon of granularity." In D&D, for example, two pistols that real world shooters could spend hours discussing, debating how a few extra ounces of weight or different barrel lengths might affect accuracy, or how different kinds of ammunition (soft-nosed, armor-piercing, etc.) might affect damage, may be, in game terms, almost identical. This is neither good nor bad; it is just the way Dungeons and Dragons handles such things. Who can use firearms? Firearms are assumed to be martial ranged weapons. Characters from worlds where firearms are common and who can use martial ranged weapons will be proficient in them. Anyone else will have to train to gain proficiency— the specifics are left to individual game masters. Optionally, the game master may also allow characters with individual weapon proficiencies to trade one proficiency for an equivalent one at the time of character creation (e.g., monks can trade shortswords for one specific martial melee weapon like a war scythe, rogues can trade hand crossbows for one kind of firearm like a Glock 17 pistol, etc.).
    [Show full text]
  • Nicholas Victor Sekunda the SARISSA
    ACTA UNI VERSITATIS LODZIENSIS FOLIA ARCHAEOLOGICA 23, 2001 Nicholas Victor Sekunda THE SARISSA INTRODUCTION Recent years have seen renewed interest in Philip and Alexander, not least in the sphere of military affairs. The most complete discussion of the sarissa, or pike, the standard weapon of Macedonian footsoldiers from the reign of Philip onwards, is that of Lammert. Lammert collects the ancient literary evidence and there is little one can disagree with in his discussion of the nature and use of the sarissa. The ancient texts, however, concentrate on the most remarkable feature of the weapon - its great length. Unfor- tunately several details of the weapon remain unclear. More recent discussions o f the weapon have tried to resolve these problems, but I find myself unable to agree with many of the solutions proposed. The purpose of this article is to suggest some alternative possibilities using further ancient literary evidence and also comparisons with pikes used in other periods of history. 1 do not intend to cover those aspects of the sarissa already dealt with satisfactorily by Lammert and his predecessors'. THE PIKE-HEAD Although the length of the pike is the most striking feature of the weapon, it is not the sole distinguishing characteristic. What also distinguishes a pike from a common spear is the nature of the head. Most spears have a relatively broad head designed to open a wide flesh wound and to sever blood vessels. 1 hey are usually used to strike at the unprotected parts of an opponent’s body. The pike, on the other hand, is designed to penetrate body defences such as shields or armour.
    [Show full text]
  • Equipment.Htm Equipment
    Taken from the Khemri website – published by ntdars http://grafixgibs.tripod.com/Khemri/equipment.htm Equipment Weapons Ankus(elephant goad) This is used to primarily herd elephants. It may be used as a spear, when charged and a staff in hth. Range: Close Combat; Strength: as user; Special Rules: Strike first (only when charged), concussion Jambiya: The common curved dagger of araby. Everyone gets one free. Range: Close Combat; Strength: as user; Special Rules: +1 enemy armor save Katar (punch dagger): It has a handle perpendicular to the blade and is used by punching with it. Range: Close Combat; Strength: as user; Special Rules: -1 enemy armor save Scythe: Normally used to cut hay but works just as well to cut bodies Range: Close Combat; Strength: as user; Special Rules: Cutting edge, Two Handed Cutlass: A regular sword but with a basket handle that can be used for a punch attack Range: Close Combat; Strength: as user; Special Rules: Parry, extra punch attack if hit is successful Great Scimitar: This scimitar is commonly used by headsmen and is a large heavy version of a regular scimitar. Range: Close Combat; Strength: +2; Special Rules: two-handed, Strike last, Cutting edge Scimitar: This is a curved sword but tends to be sharper than a regular sword. Range: Close Combat; Strength: as user; Special Rules: parry, Cutting edge Bagh Nakh (tiger claws): Basically brass knuckles with spikes sticking out. Range: Close Combat; Strength: +1; Special Rules: -1 enemy armor save, pair, cumbersome Tufenk: this is a blowpipe that projects Greek fire about 10 feet causing burning damage.
    [Show full text]
  • Pikeman-Fact-Sheet.Pdf
    Pikeman Pikemen were foot soldiers (infantry) armed with a pike (a long wooden pole with a metal spear on the end). They were used to defend musketeers against the cavalry. They were also useful to push against the enemy when victory was in sight. They were often placed in the middle of the infantry, with musketeers on either side of them. Pikemen were trained to use a number of ‘postures’ or ways of handling the pike for different kinds of fighting. For instance, to defend against cavalry attack a pikeman would crouch down, brace the bottom of the pike shaft against his foot and point the head of the pike at the horse’s breast. When attacking another infantry regiment pikes would be held horizontally at shoulder height while the soldiers advanced towards the enemy. When contact was made each side would push until one gave way. Pikemen would have to practice these ‘postures’ in what was known as a ‘drill’ so that they could fight in a disciplined manner on the battlefield. A simple pike drill would be: 1. Shoulder your pike 2. Port your pike (hold your pike upright) 3. Advance your pike (pike dropped half way down) 4. Charge your pike ( pike facing your enemy, ready to charge) Pikemen could play a decisive role on the battlefield. For example, in June 1643, at the Battle of Adwalton Moor, the Royalist pikemen fought well, pushing their enemy back and creating gaps for the Royalist cavalry and cannons to destroy the left wing of the Parliamentarian army, and forcing them to retreat.
    [Show full text]
  • Dragon Magazine #127
    CONTENTS Magazine Issue #127 Vol. XII, No. 6 SPECIAL ATTRACTIONS November 1987 15 Cal1 to Arms: The fighters world, from berserkers to battlefields. 16 Lords & Legends Kyle Gray Four famous warriors from European myth and legend. 22 No Quarter! Arn Ashleigh Parker Publisher Mike Cook Creative combat for fighters with style. 26 Bazaar of the Bizarre The readers Editor A magical treasury of bows and bolts for arcane archers. Roger E. Moore 32 Two Hands Are Better Than One Donald D. Miller Assistant editor Fiction editor When a two-handed sword becomes a three-handed sword, and other handy facts. Robin Jenkins Patrick L. Price 36 In Defense of the Shield Tim Merrett Editorial assistants A good shield might be the best friend youll ever have. Eileen Lucas Barbara G. Young 38 Fighting for Keeps Roy G. Schelper Debbie Poutsch Georgia Moore Your new castle is full of orcs? Its BATTLESYSTEM supplement time! Art director 46 In the Heat of the Fight Sean Holland Roger Raupp Berserkers, ambushes, fanatics, tribal champions all in a days work. Production Staff 48 A Menagerie of Martial Arts Len Carpenter Marilyn Favaro Gloria Habriga Twenty all-new martial-arts styles for Oriental Adventures. Colleen OMalley OTHER FEATURES Subscriptions Advertising 8 Role-playing Reviews Ken Rolston Pat Schulz Mary Parkinson Game designers rush in where deities fear to tread. Creative editors 56 The Ecology of the Yeti Thomas Kiefer Ed Greenwood Jeff Grubb A particularly chilling encounter on the high glaciers. 62 Arcane Lore Arthur Collins Selections from a lost tome on lifes little illusions.
    [Show full text]
  • World Builder Part 1
    Table of Contents Book One: Stock-in-Trade 5 1:7 Cloth Patterns 45 Armor 8 1:8 Furs 48 Weapons 18 1:9 d20 Lodging & Board 55 Measurements 40 1:11 Ship’s Cargo 62 The Bazaar 43 2:1a Type of Rain & Visibility 64 The Tavern 56 2:1b Rainfall by Hour and Day 65 Transport 60 2:2 Ice Strength 66 2:3 Type of Snow & Visibility 66 Book Two: Geographics 63 2:4 Wind: Beaufort Wind Scale 66 Geography 64 2:5a Wind Pressure 67 Flora 82 2:5b: Wind Pressure on Sea 67 Fauna 100 2:6 Land Productivity 71 2:7 Water Spring Production 73 Book Three: Dwellings 103 2:8 MOH’s Hardness Scale 75 Materials & Construction 104 2:9 d20 Birth Stones Planet, Luck 76 Buildings 117 2:10 d20 Birth Stones 77 Rooms & Furnishings 127 2:11 d20 Metal/Stones/Gems 78-79 Populace 139 2:12 LA Metal/Stone/Gems 80-81 2:13 d20 Magical Affects of Herbs 97 Appendix A Random Generator 147 2:14 d20 The Horse 102 Appendix B Human Generator 155 2:15 d20 Other Common Animals 102 Appendix C Structures Generator 163 3:1 Tensile Strength Metals 105 Appendix D Colors 163 3:2 Melting Points Metals 105 Appendix E Light from a Flame 165 3:3 d20 Magical Metals 106 Appendix F Unusual Names 166 3:4a d20 Metals Value 107 Appendix G Gems 167 3:4b LA Metals Value 107 Appendix H Crimes Defined 174 3:5 Workmanship Value Addition 107 3:6 Hardness Scale (Extended) 108 Index 177 3:7 Common Uses for Wood 109 OGL 180 3:8 Materials Resistance to Crush 109 3:9 d20 Door Composition 110 Tables 3:10 d20 Weight of Things 112 1:1 d20 Armor 16 3:11 d20 Randomiz Concealment 114 1:2 d20 Head Covering & Helmets 17 3:12 Rope Strengths 114 1:3 d20 Shields 17 3:13 Construction Costs 115 1:4 d20 New Weapons 34-37 3:14 Computations 116 1:5 LA New Weapons 38 3:15 Person Based Measurements 120 1:6 LA Identifying Weapons 39 3:16 Cistern Capacity 124 3:17 Noble Coronets 140 Gary Gygax’s World Builder ARMOR PIECES AND GARMENTS Chausses: The close-fitting leg pieces of a suit of plate mail.
    [Show full text]
  • Gary Gygax's World Builder
    FOR a “GYGAXIAN” FANTASY WORLD THE ESSENTIAL TOOL fOR FANTASY WORLD CREATION! by Gary Gygax & Dan Cross GYGAXIAN FANTASY WORLDS , Vol. II Acknowledgements Authors: Gary Gygax & Dan Cross Cover Artist: Matt Milberger Contributing Authors: Carrie Cross, Michael Leeke, Title Logo: Matt Milberger Jamis Buck, Tommy Rutledge, Josh Hubbell, Stephen Vogel, Luke Johnson & Malcolm Bowers Production: Todd Gray, Stephen Chenault Artists: Dave Zenz, Andy Hopp, & & Davis Chenault Mark Allen Dan Cross: Special thanks to my lovely wife Carrie Cross for the Complete Herbalist lists, John Troy for his valuable suggestions and additions to the D20 material, and to Randall & Debbie Petras for their contributions to the “human descriptors” lists. And a very special thanks to Richard Cross for teaching his son how to write. Troll Lord Games, L.L.C. Or on the Web at PO Box 251171 http://www.trolllord.com Little Rock, AR 72225 [email protected] This book is published and distributed by Troll Lord Games, L.LC. All text in this book, other than this title page and page 180 concerning the Open Game License, is Copyright © 2004 Trigee Enterprises Company. All other artwork, illustration, maps, and trade dress is Copyright © 2004 Troll Lord Games, L.L.C. All Rights Reserved. Lejendary Adventure, the Lejendary Adventure logo, and Gary Gygax’s World Builder are Trademarks of Trigee Enterprises Company. All Rights Reserved. Troll Lord Games and the Troll Lord Games logo are Trademarks of Troll Lord Games, L.L.C. All Rights Reserved. ‘D20 System’ and the ‘D20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the D20 System License version 3.0.
    [Show full text]
  • Military Technology in the 12Th Century
    Zurich Model United Nations MILITARY TECHNOLOGY IN THE 12TH CENTURY The following list is a compilation of various sources and is meant as a refer- ence guide. It does not need to be read entirely before the conference. The breakdown of centralized states after the fall of the Roman empire led a number of groups in Europe turning to large-scale pillaging as their primary source of income. Most notably the Vikings and Mongols. As these groups were usually small and needed to move fast, building fortifications was the most efficient way to provide refuge and protection. Leading to virtually all large cities having city walls. The fortifications evolved over the course of the middle ages and with it, the battle techniques and technology used to defend or siege heavy forts and castles. Designers of castles focused a lot on defending entrances and protecting gates with drawbridges, portcullises and barbicans as these were the usual week spots. A detailed ref- erence guide of various technologies and strategies is compiled on the following pages. Dur- ing the third crusade and before the invention of gunpowder the advantages and the balance of power and logistics usually favoured the defender. Another major advancement and change since the Roman empire was the invention of the stirrup around 600 A.D. (although wide use is only mentioned around 900 A.D.). The stirrup enabled armoured knights to ride war horses, creating a nearly unstoppable heavy cavalry for peasant draftees and lightly armoured foot soldiers. With the increased usage of heavy cav- alry, pike infantry became essential to the medieval army.
    [Show full text]