Weapons

Martial
Skills

## Wielding a Weapon Two-Handed

When you deal damage
with a weapon that you are wielding two-handed, you add double your Strength
bonus. However, you don’t get this higher Strength bonus when using a light
weapon with two hands.

## Casing (Two Weapon Fighting)

Using a weapon in your off hand does
not give you a second round of attacks, Instead it allows you to add your dexterity
modifier to your to hit skill on your primary weapon, If you already have your
dexterity added to your weapon this effect stacks

## Martial – Arming Sword

*This is a single handed sword in the style*
of a longsword but designed to be used with a shield or secondary weapon.

It is one of the most common and basic sword types you can find.

  **Base Damage**
  **Base to Hit**
  **Range**
  **Damage Type**

Damage
Improvement

***Passive Ability***

*1 per 3 skill*

You gain 1
additional damage per 2 ranks you have in the arming sword.

## Martial – Axe

*The axe skill covers*
the use of small axes from tomahawks, short war axes and heavy lumber axes

*An axe typically has a*
metal head mounted on a wooden shaft, the head is weighted towards the shaft of
the weapon and tapers to a cutting edge, the style of the head may vary an
include a curved blade or beard.

 range / Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Shield Sunder

***Major Action***

*Requires 3  Skill*

You may make a melee attack against your opponents shield in
place of a standard attack, You deal double damage to a shielded opponent with
this attack.

Hook & Pull

***Major Action***

*Requires 6 Weapon*
Skill

Make a melee attack against your opponent, if you hit,
instead of dealing damage make an opposed strength check

If you succeed pull them one hex closer to you (into your
square), you may also make a five foot step and pull them with you.

Throw Weapon

***Major Action***

*Requires 9 Weapon*
Skill

Allows you to throw your weapon as a ranged weapon at up to
1 hex per weapon skill, each additional hex of range

Gives a -1 to hit

Leg hook

***Major Action***

*Requires 12 Weapon*
skill

Make a melee attack against your opponent, if you hit,
instead of dealing damage you may make an opposed strength check to trip them
and knock them prone

Axeman’s Rage

***Passive Ability***

*Requires weapon skill 12*

Your critical multiplier increases to X4

## Martial – Great Axe

*This weapon consists*
of a long two handed wooden shaft sometimes with metal barding and a large
weighted axe head.

*It is balanced heavily*
towards the head and promotes a spinning attack style

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Shield Sunder

***Major Action***

*Requires 3 Weapon*
Skill

You may make a melee attack against your opponents shield in
place of a standard attack, You deal double damage to a shielded opponent with
this attack.

Hook & Pull

***Major Action***

*Requires 6 Weapon*
Skill

Make a melee attack against your opponent, if you hit,
instead of dealing damage make an opposed strength check

If you succeed pull them one hex closer to you (into your
square), you may also make a five foot step and pull them with you.

Deadly Strike

***Passive Ability***

*Requires 9 Weapon*
Skill

This weapon now wounds on a 19 - 20

Deadly Spin

***Passive Ability***

*Requires 12 Weapon*
Skill

This weapon now wounds on an 18, 19 and 20

## Martial – Flail

*The Flail is a deadly*
but unpredictable weapon, even a skilled user struggles to control the chaotic
and unpredictable natural of a chain bound spiked metal head

*Using a flail you auto*
miss your target on a roll of 1, 2 or 3 and hit yourself instead

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Momentum Control

***Passive Ability***

*Requires 4 skill*

You now only auto miss and hit yourself on a 1 or 2

Intuitive Striking

***Passive Ability***

*Requires 6 skill*

You may add your Wisdom modifier in place of your strength.

Reckless swings

***Triggered Ability***

*Requires 8 skill*

If you miss an enemy with a melee attack you may roll a
second attack with the same attack bonus against an enemy directly next to
them. Cannot be used more than once per strike

Reckless Assault

***Passive Ability***

*Requires 10 skill*

Your critical multiplier increases to x6

## Martial – Quarterstaff

*The quarterstaff is a*
quick and agile weapon that lacks some of the lethal potential of other
weapons.

*What its lacks in*
deadliness it makes up for in speed and usability

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Dual striking

***Passive Ability***

*Requires 4 skill*

You may add your dexterity modifier to hit as if you were
casing

Intuitive Striking

***Passive Ability***

*Requires 4 skill*

You may add your Wisdom modifier in place of your strength.

Martial Ease

***Passive Ability***

*Requires 6 skill*

You now auto hit on a 19 and a 20

Intuitive Mastery

***Passive Ability***

*Requires 10 skill*

You now auto hit on a 18, 19 and a
20

## Martial – Spear

*A spear consists of a*
metal pointed head affixed to a wooden shaft, the head can be long and pointed
like an ice pike or flared with blades down either side, The metal head
sometime has reinforcing metal lames down the sides of the shaft and ranges in
length from just over a metre up to 3 metres, anything longer is considered a
pike.

 Range/Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Formation
Fighting

***Passive Ability***

*Requires 2 Skill*

You gain +1 to hit and damage for
each other spearman within 2 hexes of you

Distract!

***Major Action***

*Requires 4 Skill*

Make a melee attack against an
opponent, if you hit you may reduce their AC by 2 for the rest of the round

Set!

***Minor Action***

*Requires 4 Skill*

Any unit that deals charging
damage to you this round does equal damage to itself.

Spearman’s
Unity

***Passive Ability***

*Requires 6 Skill*

You may occupy the same hex as
another spearman with this skill; no more than 2 spearmen may occupy the same
space.

Charge!

***Passive Ability***

*Requires 8 Skill*

Increase your weapon range by 1

Guard!

***Major Action***

*Requires 10 Skill*

You may add 1 to AC and Melee
Accuracy for every 2 ranks you have in spear to any single ally standing within
weapon range in front of you

Push!

***Triggered Ability***

*Requires 13 Skill*

When you strike a critical hit
you may push your enemy back one hex and advance one hex, any spearmen within 2
hexes of you may also advance as a free action.

## Martial – Rapier

*A rapier is a sword*
with a long thin blade, it is designed to be lightweight and quick for fast and
dexterous fighting styles, there are multiple varieties from a more
contemporary design to a basket hilt design that covers the wielders hand and
offers extra protection.

  **Base Damage**
  **Base to Hit**
  **Range**
  **Damage Type**

Find The
Joints

***Passive Ability***

*Requires Skill 4*

Your threat range increases to 18
-20

Weapon Finesse

***Passive Ability***

*Requires Skill 6*

You may add your dexterity
instead of your strength to weapon damage

Vital Strike

***Passive Ability***

*Requires skill 8*

Your critical multiplier
increases to X3

Nimble Dancer

***Major Action***

*Requires skill 10*

You may ignore 1 point of DR per
attack skill you have for a single attack this round

Mortal Striker

***Passive Ability***

*Requires Skill 12*

Your threat range increases to 17
– 20

## Martial – Short Bow

*A short bow is a small*
portable bow, it is designed mainly for direct fire purposes and can be carried
easily, it is very common among skirmish infantry.

  **Base Damage**
  **Base to Hit**
  **Damage Type**

Suppressing
Fire

***Triggered Ability***

*Requires skill 2*

When you shoot a target and miss
they receive -1 to AC for the remainder of the round.

Called Shot

***Major Action***

*Requires skill 4*

You may hold your attack action
to add half your attack skill modifier to the next shot

Skirmish Shot

***Full Action***

*Require 6 skill*

You may make a double move action
and fire a single shot

Sniper shot

***Full Action***

*Requires 8 skill*

You may study your target for a
round to add a +1 to your threat range, This effect can stack up to 20 times.

Close Quarters Specialist

***Triggered Ability***

*Requires 10 skill*

When an enemy closes to within 4
hexes you may roll a singled ranged attack against them

## Martial – Halberd

*A halberd is a polearm*
with a heavy axe like cutting head, the top is lengthened into a piercing spike
and it sports a menacing back hook for tripping or armour piercing attacks, It
is mainly a support weapon and is used in combination with other infantry.

  **Base Damage**
  **Base to Hit**
  **Range**
  **Damage Type**

Mighty Blow

***Passive Ability***

*Requires skill 2*

Your critical modifier increases
to X3

Aided Blow

***Major Action***

*Requires skill 4*

You may add +2 to hit and +2 to
damage for each time one of your allies has hit your target

Armour
Suppression

***Major Action***

*Requires skill 6*

If you hit the target must make a
body save DC10+skill or suffer a penalty to DR equal to your skill in Halberd

Fending Push

***Triggered Ability***

*Requires Damage 8*

You gain advantage on all checks
to oppose grapples.

Thundering
Blow

***Passive Ability***

*Requires Damage 10*

Your critical modifier increases
to X4

## Martial – Mace

*A mace is a short*
bludgeoning weapon, it is mounted on a metal or wooden shaft and can be either
flat bludgeoning edged or flared spiked edges for armour piercing, The weapon
is short but has a huge amount of weight helping it to puncture even thick armour.

  **Base Damage**
  **Base to Hit**
  **Range**
  **Damage Type**

Pulverise

***Passive Ability***

*Requires 4 Skill*

For every two point of skill you
have in mace you may pierce 1 DR

Iron Fist

***Triggered Ability***

*Requires 6 Skill*

On a successful attack you may
make an opposed strength check to move your opponent back one hex

Disarm

***Major Action***

*Requires 8 Skill*

Make an attack against your
opponent, if it hits you may make an opposed strength check to disarm them

Stun

***Major Action***

*Requires 10 Skill*

Make a melee attack against your
opponent, If you hit the target must make a body save DC10+skill or becomes
Stunned.

## Martial – Dagger

*A dagger is a small*
bladed weapon, the blade length and style varies greatly from a diamond shaped
ice pick design to a wide bladed slashing style, The grip and pommel come in
many styles but are usually visually similar to a small sword.

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Throw Dagger

***Passive Ability***

*Requires 2 Skill*

You may throw your weapon as a ranged attack for up to 2
hexes per point of skill you have

Vital Strike

***Passive Ability***

*Requires 4 Skill*

If your target is helpless you may deal an armour piercing
attack at double the normal amount of damage

CQC

***Passive Ability***

*Requires 6 skill*

When in a grapple you may use your dagger without incurring
disadvantage

Talhoffer Cut

***Passive Ability***

*Requires 8 skill*

You may add your Dexterity to your combat skill instead of
Strength.

Great Finesse

***Major Action***

*Requires 10 Skill*

Make a melee attack against your opponent, if you succeed
they move below you in the initiative ladder (They do not get an extra action
if they have already had one)

## Martial – Longsword

*A longsword is a very*
versatile weapon, its blade has a rigid diamondlike design allowing the blade
to resist flexing and keep a rigid edge, The edges are razor sharp and the
point is reinforced to aid puncturing attacks, The grip is weighted for use
with a single hand but is extended to allow the weilder to grip it with two,
the pommel is weighted like a normal sword but is shaped more like a tear drop
to allow you to grip the base easier for powerful thrusts.

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Parry

***Triggered Ability***

*Requires 2 Skill*

If an opponent attack you and misses you get +2 to your next
attack against that opponent

Half Sword

***Passive Ability***

*Requires 4 Skill*

You may choose to deal piercing or slashing damage with your
attacks

Zhornhau

***Triggered Ability***

*Requires 6 Skill*

Whenever you fell an enemy in combat you may make an
additional attack against the next target in range.

Tactical Step

***Triggered Ability***

*Requires 8 Skill*

Whenever you fell an opponent in combat you may make a 1 hex
step, You may not make more steps than your dexterity modifer

Lunge

***Major Action***

*Requires 10 Skill*

You may make a single melee attack from three hexes away and
move adjacent to your target

## Martial – Warhammer

*A Warhammer consists*
of a heavy hammer like head counterweighted but a curved beaklike armour
piercing spike, it is mounted on a wooden or metal shaft and usually has
reinforcing metal bars down the sides of the shaft to reinforce the weapon and add
weight, some designs even sport a top spike for thrusting attacks.

  **Base Damage**
  **Base to Hit**
  **Range**
  **Damage Type**

Slam

***Major Action***

*Requires 2 Skill*

Make a melee attack against your
opponent, If you hit the target must make a body save DC10+skill or lose their
dex bonus to armour class for the rest of the round

Daze

***Major Action***

*Requires 4 Skill*

Make a melee attack against your
opponent, If you hit the target must make a body save DC10+skill or loose their
strength bonus to damage for the rest of the round.

Concuss

***Major Action***

*Requires 6 skill*

Make a melee attack against your
opponent, if you hit the target must make a body save DC10+skill or be unable
to cast spells for the rest of the round.

Suppress

***Major Action***

*Requires 8 skill*

Make a melee attack against your
opponent, If you succeed the target must make a body save DC10+skill or may not
make special martial attacks for the rest of the round

## Martial – Scimitar

*A scimitar is a light*
curved blade sporting a single razor sharp edge weighted towards the edge of
the blade to aid momentum, it has a small crossguard and curved handle without
a pommel, It is used for deflection and quick slashing attacks.

  **Base Damage**
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Dance of the Scimitar

***Passive Ability***

*Requires 2 Skill*

You may add your dexterity instead of your strength to your
to hit rolls.

Deffensive Fighting

***Passive Ability***

*Requires 4 skill*

Your AC is increased by 1 when using a Scimitar, +2 for two
scimitars.

Flurry of Blows

***Triggered Ability***

*Requires 6 Skill*

Whenever you roll an attack and miss your next attack this
round gets a +1 to hit, This effect stacks over multiple attacks.

Singing Blades

***Triggered Ability***

*Requires 8 Skill*

If an opponent attacks you and misses you may roll a single
melee attack against them as a free action, you can only make a number of
additional attacks equal to your dexterity modifier.

Dance Away

***Triggered Ability***

*Requires 10 Skill*

When you fell an opponent in combat you may make a 2 hex
step a number of times equal to your dex modifier.

## Martial – Javelin

*A javelin is a short*
spear designed to be easily carried and quickly thrown, the head and shaft are
weighted and designed for aerodynamics and to maximise range and puncturing
strength.

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Javelin Catch

***Triggered Ability***

*Requires 6 Skill*

If an opponent misses you with a javelin you may snatch it
out of the air

Dual Throw

***Passive Ability***

*Requires 8 Skill*

You may now throw two javelins at once

Drilling Spin

***Passive Ability***

*Requires 12 Skill*

You deal double damage to shields with thrown attacks.

## Martial – Hook Chain

*This weapon consists*
of a bladed hook on a reinforced metal chain, It is designed to be thrown at
enemies and hook on to pull them in.

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Pull

***Major Action***

*Requires 4 skill*

Make a melee attack against your opponent, if you hit you
may make an opposed strength checks to pull them up to 6 hexes closer to you

Trip

***Major Action***

*Requires 7 skill*

Make a melee attack against an opponent who has just taken a
move action, if you hit they must make a reflex save DC 10 + skill or be
knocked prone, DC 20+skill if they have made a double move

Item Theft

***Triggered Ability***

*Requires 10 skill*

On a critical hit you may make an opposed strength check to
pull either a sword or a shield out of your opponents hands

## Martial – Long Bow

*A long bow is a huge*
weapon requiring a lot of skill and dedication to master, It is typically
taller than the person who wields it and has a slight recurve at each end of the
bow, It is commonly used for long rage lobbed shots and is more difficult to
aim than the smaller short bow, Masters learn to fire this bow from muscle
memory and do not sight down the arrow before firing.

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Distant Shot

***Major Action***

*Requires 4 Skill*

You may make a single shot at double your normal range but
you cannot add your strength modifier to damage

Twinshot

***Major Action***

*Requires 6 Skill*

You may fire a single shot that launches two arrows, you
roll 2 dice instead of one but add your normal damage modifier, any magical or
poison effects on the arrows are doubled

Mighty Shot

***Major Action***

*Requires 8 skill*

You may add your dexterity on to your shot damage twice for
a single attack.

Chain Shot

***Triggered Ability***

*Requires 12 skill*

Each arrow that hits your target adds +2 damage to any other
arrows that hit them for the rest of the round

Lobbed Shot

***Passive Ability***

Requires 15 Skill

As long as there are no obstructions above your enemies (i,e
rooves, tree cover) your shots are no longer affected by cover penalties

## Martial – Crossbow

*A crossbow is a*
portable powerful weapon but the more effective it is the longer it takes to
load, A crossbow can only be fired once per round then the next round must be
spent reloading it

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Rapid Reload

***Full Action***

*Requires 6 Skill*

You can now fire and reload the crossbow in a single round.

Armour Piercing Bolts

***Passive Ability***

*Requires 8 Damage*

Your crossbow shots are now so powerful they pierce 1 DR for
every 2 ranks you have in the crossbow damage skills

Pavise Crossbow

***Passive Ability***

*Requires 10 Skill*

You may now equip a Tower Shield and use it in conjunction
with the crossbow

## Martial – Falchion

*A falchion is a curved*
blade weighted towards the end, it tends to taper towards the hilt and can have
either a rounded or spiked tip, it is primarily a closer range slashing weapon

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Heavy Chop

***Passive Ability***

*Requires 2 Skill*

If you make only 1 melee attack for a round your threat
range increases to 19-20 and your multiplier increases to x4

Get in Close

***Triggered Ability***

*Requires 4 Skill*

You get a +2 to damage for each time you have been hit in
combat this round.

Critical Reprisal

***Triggered Ability***

*Requires 6 Skill*

If you are hit by a critical hit your next melee attack has
its threat range increased to 15 – 20 and your multiplier increases to x5

Disarm

***Major Action***

*Requires 8 Skill*

You may make a single melee attack against your opponent, if
you succeed make an opposed strength check to disarm your opponent.

Overpower

***Major Action***

*Requires 12 Skill*

You make a single melee attack
against your opponent, if you hit make an opposed strength or dexterity check,
if you succeed the attack becomes a critical hit

## Martial – Glaive

*A Glaive is a very*
quick an nimble weapon able to strike from distance quickly, it is
approximately 2 metres long with a single sided cutting head, it has a
reinforced spike for thrusting and a butt spike for close quarter combat

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Polearm Tactics

***Passive Ability***

*Requires 2 Skill*

Your weapon range increases to 2

Fend them off

***Passive Ability***

*Requires 4 Skill*

You gain a +1 bonus to AC for each enemy in a hex adjacent
to you

Strike First

***Triggered Ability***

*Requires 6 Skill*

If you attack an enemy who is lower in the initiative ladder
than you gain a threat range of 19-20 and a critical multiplier of x3

Spinning Assault

***Major Action***

*Requires 8 Skill*

Roll a single melee attack against a target in range, If you
hit you may roll an additional attack against the next target in range, You may
make a total number of additional attacks equal to your dexterity modifier.

## Martial – Striking

*Striking is the art of*
using your fists, feet, knees, elbows and forehead as bludgeoning weapons, it
involves all kinds of punches & kicks.

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

One-Two Punch

***Triggered Ability***

*Requires 2 Skill*

If you strike your target twice in a round you may roll a D6
for the second attack.

Throw the Knee

***Triggered Ability***

*Requires 4 Skill*

If you strike your target three times in a round you may
roll a D8 for the third attack.

Elbow Strike

***Triggered Ability***

*Requires 6 Skill*

If you strike your target four times in a round you may roll
a D10 for the fourth attack.

Headbutt

***Triggered Ability***

*Requires 8 Skill*

If you strike your target fives times in a round you may
roll a D12 for the fifth attack.

Roundhouse Kick

***Triggered Ability***

*Requires 10 Skill*

If you strike your target six times in a round you may roll
a D20 for the sixth attack, your opponent must also make a reflex save equal to
10+ your skill in striking or be knocked prone.

## Martial – Grappling

*To grapple you must*
make a grapple check to grab your opponent, you then make an opposed grapple
check to use a manoeuvre, If your target doesn’t have grapple they oppose with
a strength check instead, You may make multiple grapple checks in a turn but
you may only use one grappling ability

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Throw

***Major Action***

*Requires 2 Skill*

If you make a successful grapple check against your opponent
you may throw them a number of hexes equal to your strength modifier.

Disarm

***Major Action***

*Requires 4 Skill*

If you make a successful grapple check against your opponent
you may disarm them.

Restrict

***Major Action***

*Requires 6 Skill*

If you make a successful grapple check against your opponent
you may give them a penalty to hit and to damage equal to your skill in
grappling.

Grappling Finesse

***Passive Ability***

*Requires 6 Skill*

You may use Dexterity in place of strength for any grapple
check

Joint Lock

***Major Action***

*Requires 8 Skill*

If you make a successful grapple check against a humanoid
opponent you may put them in a joint lock, if they take an action while in a
joint lock they take damage equal to your skill in grappling

Choke Out

***Major Action***

*Requires 10 Skill*

If you make a successful grapple check against your opponent
you may deal 1D4 constitution damage.

## Martial – Pollaxe

*The pollaxe is a truly*
terrifying weapon of war, unlike most other weapons that have been adapted from
tools or hunting equipment the Pollaxe was designed and built for one purpose,
Death. It requires a lot of skill to use a pollaxe effectively but those that
master it find it a truly formidable weapon

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type
 Optional

First Strike

***Passive Ability***

*Requires 4 Skill*

If you are higher in the initiative than your opponent you
may make an additional attack at no penalty, this extra attack is still reduced
if you make further additional attacks

Outclass

***Full Action***

*Requires 8 Skill*

Make an opposed weapon skill check against your opponent, If
you succeed you may disarm them or if they have a shield knock them prone.

Overpower

***Major Action***

*Requires 12 Skill*

Make a melee attack against your opponent if you succeed you
do 1 additional damage for every point you succeed by.

Sweep Attack

***Full Action***

*Requires 16 Skill*

As a full round action you may roll a single attack against
each opponent within 2 hexes.

## Martial – Throwing Weapons

*This skill can be*
combined with any other weapon to add the ability to throw that weapon, You may
only throw single handed weapons.

You may also select Throwing Weapons “Grenade” for any kind of combustive
object like potions or fire pots.

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Ricochet

***Major Action***

*Requires 8 Skill*

You may bounce your weapon off a wall or barricade once to
strike around corners or cover.

Catch

***Triggered Ability***

*Requires 12 Skill*

You may oppose the first thrown weapon attack used against
you each round, If you succeed you catch the object and you may throw it back
as a free action

## Martial – Morningstar

*A Morningstar is a*
large clublike weapon with large metal spikes drives into the sides and the
top.

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Puncturing Blow

***Major Action***

*Requires 2 Skill*

If your power opponent is wearing light armour you may make
a single puncturing attack, If you hit add an additional damage dice to your
roll.

Points Everywhere

***Passive Ability***

*Requires 4 Skill*

Your critical multiplier increases to x3

Bloody Excision

***Triggered Ability***

*Requires 7 Skill*

If you are disarmed you may roll a free melee attack against
your opponent before being disarmed.

Always dangerous

***Full Action***

*Requires 10 Skill*

You make a single wild melee attack, if you miss you still
deal damage to your target and yourself equal to your skill in morningstar

## Martial – Sickle

*A Sickle is a crescent*
shaped hooked blade attacked to a pommeless dagger like handle.

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Sanguinating Strike

***Major Action***

*Requires 2 Skill*

Make a melee attack against your opponent, if you succeed
add a bleeding dice to them.

Harvest

***Passive Ability***

*Requires 4 Skill*

If your target is bloodied roll D8’s for damage instead of
D4’s

Reaping Strike

***Major Action***

*Requires 7 Skill*

Make a melee strike against your opponent, if you succeed
and they are bloodied add your sickle skill to damage a second time

Don’t you run from me

***Full Action***

*Requires 10 Skill*

You make a single melee attack, if you succeed you latch on
to your opponent with your sickle and they suffer 1 bleeding dice every time
they take and action until your next turn, If they move you may move with them
as a free action.

## Martial – War Scythe

*A War Scythe is a long*
metal banded polearm with a repurposed and straightened scythe blade attached
to the end

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Hook & Pull

***Major Action***

*Requires 6 Weapon*
Skill

Make a melee attack against your opponent, if you hit,
instead of dealing damage make an opposed strength check

If you succeed pull them one hex closer to you (into your
square), you may also make a five foot step and pull them with you.

Fear the Reaper

***Passive Ability***

*Requires 8 Skill*

You gain advantage on intimidate checks

Terrorising Strike

***Triggered Ability***

*Requires 10 Skill*

You gain advantage to hit if your target is Scared.

Get off that

***Full Action***

*Requires 10 Skill*

You make a single melee attack against an enemy on a mount,
if you succeed they take double damage from your attack.

## Martial – Pike

*A Pike is a polearm*
over 3 metres in length designed to be used as part of a formation, A pike
cannot be used against enemies within 2 hexes of you.

 Range/Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Pike Range

***Passive Ability***

*Requires 2 Skill*

Your range increases to 5

Set!

***Minor Action***

*Requires 4 Skill*

Any unit that deals charging
damage to you this round does equal damage to itself.

Get off that

***Full Action***

*Requires 10 Skill*

You make a single melee attack against an enemy on a mount;
if you succeed they take double damage from your attack.

## Martial – War Mattock

*A war mattock is based*
on a re-purposed pick, it is a long slender stabbing point positioned on the
side of a hafted weapon, it has a weighted axelike head on the opposite side to
act as a counterbalance.

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type
 (Bludgeoning)

Dual Heads

***Passive Ability***

*Requires 2 Skill*

You may choose to deal piercing or bludgeoning damage

Mine Flesh

***Major Action***

*Requires 4 Skill*

Make a single melee attack against your opponent, If they
are wearing medium armour roll 2 additional damage dice.

Rupturing Strike

***Major Action***

*Requires 7 Skill*

Make a single melee attack against a prone opponent, If you
succeed add your skill in mattock as additional damage.

Shield Sunder

***Major Action***

*Requires 10 Weapon*
Skill

You may make a melee attack against your opponents shield in
place of a standard attack, You deal double damage to a shielded opponent with
this attack.

## Martial – Great Club

*A Greatclub is a huge*
2 handed mace with large metal spheres embedded up and down the haft of the
weapon to add additional impact and crushing power.

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Resounding Blow

***Major Action***

*Requires 2 Skill*

Make a single melee attack against your opponent, If they
are wearing heavy armour add your Great Club skill to damage a second time.

Ringing Strikes

***Passive Ability***

*Requires 4 Skill*

When you score a critical hit your opponent must make a Body
save DC 10 + skill or be Stunned

Impaction

***Major Action***

*Requires 7 Skill*

Make a single melee attack against a Stunned opponent; if
you succeed add your skill in Great Club as additional damage.

Weight of Reach

***Passive Ability***

*Requires 10 Weapon*
Skill

Your weapon range increases to 2 and your threat range
increases by 1.

## Martial – Recurve Bow

*A Recurve bow is a*
shorter compact bow designed to be fired from horseback or on the move..

  **Base Damage**
  **Base to Hit**
  **Damage Type**

Suppressing
Fire

***Triggered Ability***

*Requires skill 2*

When you shoot a target and miss
they receive -1 to AC for the remainder of the round.

Called Shot

***Major Action***

*Requires skill 4*

You may hold your attack action
to add half your attack skill modifier to the next shot

Retreating Shot

***Major Action***

*Require 6 skill*

You may take a single shot
backwards at your opponent, if you hit they must make a reflex save DC 10 +
skill or skip their next move action.

Unhorsing Shot

***Major Action***

*Require 9 skill*

## Martial – Lance

*A Lance is a 2 – 3*
metre long polearm used for charging attacks usually tipped with a metal spike
or a reinforced Iron fist for impact attacks.

*A lance can only be*
used on horseback

 Range/Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

First Lance

***Passive Ability***

*Requires 4 Skill*

Your range increases to 4

Poerful Impact

***Major Action***

*Requires 7 Skill*

You may make a single attack
while charging to deal a knockback attack to someone on foot, if you succeed
they must make a reflex save DC 10 + Skill or be knocked prone

Get off that

***Full Action***

*Requires 10 Skill*

You may take a single shot at a
mounted opponent, if you succeed they must make a reflex save dc 10+skill or be
knocked from the horse and be knocked prone.

## Martial – Horseman’s Axe

*The axe skill covers*
the use of small axes from tomahawks, short war axes and heavy lumber axes

*An axe typically has a*
metal head mounted on a wooden shaft, the head is weighted towards the shaft of
the weapon and tapers to a cutting edge, the style of the head may vary an
include a curved blade or beard.

 range / Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Shield Sunder

***Major Action***

*Requires 3  Skill*

You may make a melee attack against your opponents shield in
place of a standard attack, You deal double damage to a shielded opponent with
this attack.

Throw Weapon

***Major Action***

*Requires 9 Weapon*
Skill

Allows you to throw your weapon as a ranged weapon at up to
1 hex per weapon skill, each additional hex of range

Gives a -1 to hit

Savage  Chop

***Major Action***

*Requires 12 Weapon*
skill

Make a melee attack against your opponent while mounted, if
you succeed you wound on a 17+

Axeman’s Rage

***Passive Ability***

*Requires weapon skill 12*

Your critical multiplier increases to X4

## Martial – Rondel

*A Rondel is more*
icepick than dagger with a diamond style blade reinforced into a single spiked
point, it is very limited in slashing ability but is a very strong piercing
weapon.

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Stilleto Strike

***Major Action***

*Requires 2 Skill*

Make a single strike against an opponent in heavy armour; if
you succeed you may add your Rondel skill onto your damage a second time.

Vital Strike

***Passive Ability***

*Requires 4 Skill*

If your target is helpless you may deal an armour piercing
attack at double the normal amount of damage

CQC

***Passive Ability***

*Requires 6 skill*

When in a grapple you may use your dagger without incurring
disadvantage

Talhoffer Cut

***Passive Ability***

*Requires 8 skill*

You may add your Dexterity to your combat skill instead of
Strength.

## Martial – Flamberge

*A Flamberge is a*
longsword like weapon with a wavy flamelike blade, It has an extended grip
making it unusable and bulky as a single handed weapon but the rippling blades
create a deep slicing cut.

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Severing Sword

***Major Action***

*Requires 4 Skill*

You may make a single melee attack against your opponent, if
you succeed you may add a bleeding dice to your opponent

Zhornhau

***Triggered Ability***

*Requires 6 Skill*

Whenever you fell an enemy in combat you may make an
additional attack against the next target in range.

Bloody Rampage

***Passive Ability***

*Requires 8 Skill*

When you score a critical hit on a bloodied opponent you may
add three bleeding dice

Bloodsoaked Blade

***Major Action***

*Requires 10 Skill*

You may make a single melee attack against a bloodied
opponent, if you succeed you may add and additional damage dice to your attack
and your threat range and crit modifier increase by 1

## Martial – Arbalest

*An Arbalest is a large*
heavy 2 handed crossbow with a powerful winching system to fire extra powerful
shots.  An Arbalest can only be fired
once per round then the next round must be spent reloading it

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Rapid Reload

***Full Action***

*Requires 6 Skill*

You can now fire and reload the Arbalest in a single round.

Armour Piercing Bolts

***Passive Ability***

*Requires 8 Damage*

Your Arbalest shots are now so powerful they pierce 1 DR for
every 2 ranks you have in the crossbow damage skills

Penetrating Power

***Triggered Ability***

*Requires 10 Skill*

If you kill an enemy with a shot from an arbalest you may
roll an additional attack against the next target in a direct line from your
firing position

## Martial – Punching Dagger

*A Punching dagger is a*
large but short blade built around a knuckle duster style handle, it has a
reinforcing bar that runs along your forearm to brace the blade againt your
inner elbow, it is a very short range weapon but packs considerable power for
its small size

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Close Range Strike

***Major Action***

*Requires 2 Skill*

If your opponent is in a grapple with you then you may roll
a single melee attack and add your punching dagger skill to the damage twice.

Vital Strike

***Passive Ability***

*Requires 4 Skill*

If your target is helpless you may deal an armour piercing
attack at double the normal amount of damage

CQC

***Passive Ability***

*Requires 6 skill*

When in a grapple you may use your punching dagger without
incurring disadvantage

Martial Prowess

***Passive Ability***

*Requires 8 skill*

You may add your Constitution to your combat skill instead
of Strength.

Armour Sunder

***Major Action***

*Requires 10 Skill*

Make a single melee attack against a grappled opponent, if
you succeed you may lower their DR by 1 per 2 points of punching dagger skill
for the rest of the round

## Martial – Billhook

*A billhook is a polearm*
with a weighted chopping head counterbalanced with  a rigid piercing spike that can be used to
impale or hook.

  **Base Damage**
  **Base to Hit**
  **Range**
  **Damage Type**

Shield Sunder

***Major Action***

*Requires 3 Weapon*
Skill

You may make a melee attack against your opponents shield in
place of a standard attack, You deal double damage to a shielded opponent with
this attack.

Puncturing
Strike

***Major Action***

*Requires skill 6*

Make a single melee attack
against your opponent, if you succeed add a bleeding dice to your opponent.

Fending Push

***Triggered Ability***

*Requires Damage 8*

You gain advantage on all checks
to oppose grapples.

Get off that

***Full Action***

*Requires 10 Skill*

You may take a single shot at a
mounted opponent, if you succeed they must make a reflex save dc 10+skill or be
knocked from the horse and be knocked prone.

## Martial – Blackjack

*A Blackjack is a small*
padded reinforced weapon designed to deal pinpoint bludgeoning damage without
causing excess trauma

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Stunning Strike

***Major Action***

*Requires 2 Skill*

Make a single strike against an opponent if you succeed they
must make a Body save DC 10 + Skill or be stunned for a single round.

Concussive Strikes

***Passive Ability***

*Requires 4 Skill*

You may deal non-lethal damage at will

CQC

***Passive Ability***

*Requires 6 skill*

When in a grapple you may use your dagger without incurring
disadvantage

Talhoffer Cut

***Passive Ability***

*Requires 8 skill*

You may add your Dexterity to your combat skill instead of
Strength.

## Martial – Cudgel

*A cudgel is a sword*
sized wooden club with metal banding sometimes with metal spheres or prongs
weighted towards the end to deal maximum Impact damage.

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Stunning Strike

***Major Action***

*Requires 2 Skill*

Make a single strike against an opponent if you succeed they
must make a Body save DC 10 + Skill or be stunned for a single round.

Concussive Strikes

***Passive Ability***

*Requires 4 Skill*

You may deal non-lethal damage at will

Ringing Strikes

***Triggered Ability***

*Requires 7 Skill*

When you score a critical hit your opponent must make a Body
save DC 10 + skill or be Stunned

Resounding Impact

***Major Action***

*Requires 10 Skill*

Make a single melee attack against a Stunned opponent; if
you succeed add your skill in Cudgel as additional non-lethal damage.

## Martial – Sling

*A Sling is a re-enforced*
leather strap with a curved cradle centre designed to throw stone or metal
bullets at high speeds

  **Base Damage**
  **Base to Hit**
  **Damage Type**

Stunning Fire

***Triggered Ability***

*Requires skill 2*

You may deal non-lethal damage to
enemies in medium and heavy armour.

Crushing Shot

***Major Action***

*Requires skill 4*

You may fire an intercepting shot
at a single opponent, if you succeed they must make a body save DC 10+Skill or
lose their next move action.

Shattering Shot

***Major Action***

*Require 7 skill*

You may make a single melee
action attack against your opponent, if you succeed you may shatter a potion
they have equipped.

Ricoshot

***Major Action***

*Require 10 skill*

You may ricochet a bullet once
around a corner to strike an enemy behind cover.

## Martial – Hand Crossbow

*A Hand Crossbow is a smaller*
portable crossbow designed to be concealed and fire low power bolts of bolts
tipped with poison

 Range/ Critical
  **Base**
 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type

Venomous Shot

***Passive Ability***

*Requires 3 Skill*

Get an additional use of any poison used with your hand
crossbow.

Concealed Shot

***Full Action***

*Requires 6 Damage*

You may make a single shot while concealed and make a
stealth check to hide once more, Once your opponents are alerted this skill
cannot be used again

Dual Weild

***Passive Ability***

*Requires 10 Skill*

You may equip a hand crossbow in each hand and take an
additional shot at no penalty

## Mastery – Slashing

*Requires 15 Skill in the chosen weapon*

You gain an additional damage
dice for the weapon of your choice and your critical threat range increases by
1

## Mastery – Bashing

*Requires 15 Skill in the chosen weapon*

You gain an additional damage
dice for the weapon of your choice and your critical multiplier increases by 1

## Mastery – Piercing

*Requires 15 Skill in the chosen weapon*

You gain an additional damage
dice for the weapon of your choice and your weapon range increases by 1

## Mastery – Missile

*Requires 15 Skill in the chosen weapon*

You gain an additional damage
dice for the weapon of your choice