Weapons: Overview Technology / Science in Hubworld | World Anvil
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Weapons: Overview

The basics of weapon use in Hubworld are the same as in AD&D, using the same combat tables and Dex, Str, size, or range hit modifiers. The weapons themselves have been tweaked and expanded considerably. The major change is that different types of weapon do different types of damage. Unlike 1st Edition, Hit Points (damage that kills) in Hubworld are handled separately from Stun Points (damage that knocks one out) and Morale Points (combat endurance). When a hit is scored, the attacker rolls for damage as usual, but that damage is applied as follows:    
Damage TypeFatalStun
bare hand/foot 0 (1 on crit hit) roll
b: bludgeon (including gauntlet, boot) roll/2 (round up) roll
s: slashing roll 1
p: piercing (+1 crit chance) roll roll/2 (round down)
b/s: cleaving roll roll
b/p: spiked bludgeons roll roll
p/s: wavy/serrated blades roll roll/2 (round up)
x,y: multiuse by chosen method by chosen method
In addition to affecting how much fatal or stun damage is caused by a hit roll, the Damage Type also influences the weapon's effectiveness against different types of armor. (see Armor)
  Alternate Maneuvers
In addition to normal attacks, different types of weapon may be used for other kinds of maneuvers:  
ManeuverRolls per RoundWeapon TypeHit PenaltyEffect
Side-strike as attack rate Slicing and Cleaving weapons -1 normal stun damage, no fatal damage
Pummel (handle/pommel) as attack rate One-handed Slicing and Cleaving weapons -2 1d3 bludgeoning damage
Pummel (blunt end) as attack rate Spears, Staves, Polearms -4 2d3 bludgeoning damage
Entangle 1 Designated Pliable weapons 0 strike allows Hold, striking limb holds limb, striking neck allows Choke
Hold 1 Staves, Polearms, Pliable, Bows -3 attack from behind only, holder and held expend 1 extra pt morale per round held, open doors to escape, bonus = Held Str - Holder Str (ignore negative)
Choke 1 weapons with a handle 1.5' or longer, any Holding weapon -3 as Hold or Entangle, but effect of Choke Hold
Hard Choke 1 as Choke -3 as Choke + fatal dam = 1/2 str/round
Brace 1 Spears vs charging only dam x2

Critical Special Effects by Weapon Type
The particular effects of a critical hit will vary by specific weapon and general weapon type. Swords (except Backswords) and Lances have a chance to Skewer on a Critical Hit. The % varies by model of sword. Spears,Javelins,Throwing Axes,and Picks have a chance to Impale on a Critical Hit. The % varies by model. Axes (including Poleaxes,but not thrown axes), Sickle-blades (Sickles,Scythes,Polescythes,Backswords), and Bigblades have a chance to Dismember on a Critical Hit. The % varies by model. Bludgeons (including Polehammers) have a chance to Crush on a Critical Hit. The % varies by model.
Skewer: The weapon is run through the opponent, but remains in the hands and control of the attacker. Piercing Damage (regardless of weapon's usual damage type) x4. The skewered combatant is immoblized until the player removes the weapon. The weapon only remains as long as it is actively held in place. The weapon may be removed at will without requiring an extra action. Internal Bleeding (see below).
Impale: The weapon is run through the opponent, but out of control of the attacker, who will need to remove the weapon as a separate action. Piercing Damage (regardless of weapon's usual) x3. The impaled combatant is immoblized until the player lets go or removes the weapon. If the player lets go, the victim may fight at -2 Levels and -2 AC in addition to Internal Bleeding penalties (see below). Removing an impaled weapon: Spears-2 R, Javelins/Picks/Axes-1 R. Spears and Javelins have a 50% chance to break from the attempt if victim is M or L.
Dismember: Roll for a body part that is lost. The die type will depend on the type of monster. Any dismemberment results in massive trauma (see below). A dismembered head will die if not reattached within two minutes (Rounds). A dismembered trunk suffers trauma at twice the rate and will also suffer death if not reattached within two minutes. There may be magical means to preserve the head or upper trunk for longer. Other body parts may be reattached within 10 minutes (1 Turn) unless preserved.
Dismemberment roll 1d20: 1-4 Left Hand [1d6 1-4=fingers,5-6=hand];5-8 Right Hand;9 Left Elbow;10 Right Elbow;11-12 Left Shoulder;13-14 Right Shoulder;15-16 Left Knee;17-18 Right Knee,19 Trunk*,20 Head
A save vs dismemberment is allowed based on armor: none=20,ultralight=19,light=18,medium=17,heavy=16,bone/coral=15,field plate/medium dragonscale=14,full plate/heavy dragonscale=13,o-yoroi=12. Pieces: +1 save/-1 AC. Targets of L size save at +1/foot height or length over 8'--this bonus is reduced by 1 every time a dismembering hit is scored. If the save is made, the victim suffers double damage from the critical hit but is spared dismemberment.
Crush: Roll 1d6 for crushed body part: 1-2 Left Arm (or shield), 2-4 Right Arm (or shield), 5 Chest, 6 Head. If not wearing bracers or hard rigid armor, a crushing blow will do the following depending on where it lands:
Shield: destroyed. Helm: 4x SP,1xHP, Uncovered Head: SP to 0, 4xHP;Chest: Knocked down,internal bleeding;Arm: Broken--cannot be used until healed. -3 Dex.
Otherwise, a crushing blow will do 4x damage to rigid armor, 4x SP and 3x HP. The victim is left with internal bleeding. 1/2 the damage dealt to the (rigid) armor is deducted from the HP dealt. If the result is less than 0, no internal bleeding results.
INTERNAL BLEEDING: Someone suffering from internal bleeding will lose 1 HP & 1 SP/Turn until magically healed if they withdraw from battle and tend to the wound. Attempting to fight will result in the loss of 1 HP/Even Round,1 SP/Odd Round and a combat penalty of -2 levels (attack and saves) and 1 AC.
MASSIVE TRAUMA: Someone suffering from massive trauma will lose 2 SP and 1 HP/Round until magically healed. They may not engage in combat and are considered Prone for targeting purposes.
Access & Availability
Minimum Strength for Weapon Wielding
StrOne-Handed Max (lbs)Two-Handed Max (lbs)Polearm Max (lbs)
3 1.5 3 4.5
4 2 4 6
5 2.5 5 7.5
6 3 6 9
7 3.5 7 10.5
8 4 8 12
9 4.5 9 13.5
10 5 10 15
11 5.5 11 16.5
12 6 12 18
13 6.5 13 19.5
14 7 14 21
15 7.5 15 22.5
16 8 16 24
17 8.5 17 25.5
18 9 18 27
18/01 9.5 19 28.5
18/26 10 20 30
18/51 12 24 36
18/66 14 28 42
18/85 16 31 48
18/00 18 36 54
19 20 40 60
20 30 60 90
21 50 100 150
22 100 200 300
23 500 1000 1500
24 1000 2000 3000
25 1250 2500 3750
For every point/step (18/01-18/00) of Str the player falls below the requirement, they will suffer a -1 damage penalty, to a maximum penalty of -2. Using a weapon with a martial art will lower the Strength requirement by 2 steps.

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