Weapon Proficiencies W.P.
Weapon Proficiencies Skills
A note about Weapon Proficiencies (W.P.): Each W.P. provides combat training with a particular type of weapon.
The result is hand to hand combat bonuses to strike and parry whenever that particular weapon is used. All bonuses are accumulative.
Each W.P. counts as one skill. The character may select several W.P.s or a few.
Note: Characters without a W.P. can use any weapon, but without benefit of the W.P. bonuses.
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W.P. Archery
An expertise with the bow and arrow. Training includes the use of all types of short bows and cross bows. Note: The long bow is exclusive to the Long Bowman and Ranger O.C.C.s. Skilled archers who are not long bowmen can use the weapon but find it awkward, all bonuses to strike are at half, and the rate of fire is equal to the archer's normal hand to hand attacks per melee (no bonus shots from the W.P.).
Archery Bonuses:
Add 20 feet (6 m) to the normal effective range per level of the character,
+1 to parry with that weapon (effective at level one), and
+1 to strike at levels 2, 4, 6, 8, 11 and 14.
Archery Movement Penalty: The character loses all bonuses and rate of fire is half when running and shooting, flying, when riding on horse back or from a moving vehicle, or otherwise unbalanced.
Archery Rate of Fire: Two at level one, and + 1 at levels 2, 3, 5, 7, 9, and 1 2.
Average Ranges: Does not include W.P. bonus for range.
| Bow Type | Range | Damage/Arrow/Weapon |
|---|---|---|
| Short Bow | 340 ft (104 m) | 1D6 |
| Long Bow | 640 ft (195 m) | 2D6 |
| Modern Compound Bow | 700 ft (213 m) | 2D6 |
| Light Cross Bow | 340 ft (104 m) | 2D4 |
| Heavy Cross Bow | 600 ft (182 m) | 2D6 |
| Pistol Cross Bow (small) | 120 ft (36,5 m) | 1D6 |
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W.P. Blunt
Training with all types of blunt weapons, including maces, hammers, cudgels, pipes, staves, and clubs.
Bonuses:
+1 to strike and parry at levels 1, 3, 6, 9 and 12.
+1 to strike when thrown at levels 5, 10 and 15; not designed for throwing.
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W.P. Bola
The bola consists of two weights attached by a stout cord. The bola is spun above the head before being thrown at the intended target.
The weapon can cause 2D4 damage, but a successful strike is usually used to knock a weapon out of an opponent’s hand or entangle his legs. Feet/legs are tied together, making the victim fall or stumble.
While entangled the victim loses initiative, is -1 to strike or parry, -6 to dodge, and speed is reduced by 80%. All penalties are enforced until the character gets himself untangled/cut loose; it takes 1D4 melee actions to get untangled. Bonuses:
+1 to strike, disarm and entangle at levels 2, 5, 10, and 15.
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W.P. Chain
Training with all types of chain weapons, including ordinary lengths of chain, the flail, ball or mace and chain, nunchaku, and similar weapons.
Bonuses:
+1 to strike at levels 1, 3, 7, 10 and 13.
+1 to parry at levels 4 , 8 and 12.
This weapon cannot be used to entangle and cannot be thrown with any accuracy !
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W.P. Crossbow
See archery, above.
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W.P. Forked Weapons/Trident
Includes the trident, military forks, the sai, tiger fork, and other weapons with tines.
Bonuses:
+1 to strike or entangle at levels 1, 3, 5, 8, 11 and 13.
+1 to parry at levels 1, 3, 6, 10 and 13.
+1 to strike when thrown at levels 4, 10,and 15; not designed for throwing.
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W.P. Grappling Hook
Trained use of a grappling hook for climbing, scaling walls (adds +5% to that skill), boarding vessels, tripping an opponent (by hooking the foot, ankle or leg. Does no damage, but knocks victim to the ground and he loses initiative and one melee attack) and impaling (does 1 D6 damage).
Bonuses:
+1 to strike or entangle at levels 3, 6, 9 and 12.
This weapon cannot be used to parry!
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W.P. Knife
Training with all types of knives.
Bonuses:
+1 to strike at levels 2, 4, 7, 10 and 13 .
+1 to parry at levels 1, 3, 6, 9 and 12.
+1 to strike when thrown, at levels 1, 3, 6, 8, 10 and 13.
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W.P. Modern Weapons (guns!)
Since dimensional portals and travel is a reality (although uncommon), it is possible for a character to acquire an alien modern weapon, and even figure out how it works.
The most common problem with such weapons, is that the character has no means of repairing it, making ammunition, or recharging it.
Gunpowder, explosives and energy weapons are beyond the technology of the Palladium World (although there may be magic equivalents).
Consequently, most characters are likely to consider such weapons as some sort of magic item and discard it when its ammo is used up, thinking that the magic is spent.
Using a gun by the average untrained character is relatively simple: point and shoot. Each squeeze of the trigger fires one shot and counts as one melee attack/action.
Normal strike bonuses from hand to hand combat skills do NOT apply, but bonuses from a high P.P. attribute or the targeting skill do count. Note: True modern weapon proficiencies can be found in any Palladium RPG with a modem or high-tech setting.
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W.P. Mouth Weapons/Blowguns
Includes blowpipes, mouth darts, and other weapons that depend on a person's lungs and aim out of the mouth.
Bonuses:
+1 to strike at levels 1, 4, 8 and 12.
Rate of Fire: Equal to the character's normal hand to hand attacks per melee round.
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W.P. Net
Primarily a gladiator or slaver's skill, the net is used to trip an opponent (same as grappling hook), parry or snare/entangle.
Bonuses:
+1 to strike or entangle at levels 2, 5, 8, 11 and 15.
+1 to parry at levels 2, 4, 6, 9 and 12.
In addition to the regular entangle attack, there are two other types of attacks possible with a net:
Snaring an opponent's weapon: The weapon becomes entangled and is pulled out of the opponent' s hand. A natural, unmodified (no bonus) roll of 18, 19 or 20 will disarm an opponent in this way, unless he can roll an equally, unmodified high parry (no bonuses).
Snare one's opponent by throwing the net over him: The intended victim must dodge or be netted - only characters with a spear, polearm or staff can parry a thrown net attack.
If caught in the net, the victim is -8 to strike, -10 to parry and dodge, and running is impossible.
It will require 1D4+1 melee rounds to cut free of the net.
If the character dodges or the net thrower misses, it is the net wielder who will suddenly find himself weaponless.
Even if the net has a drawstring attached to it, the thrower will need one melee action/attack to pull it back to him or to grab a different weapon; the throwing of a net to capture an opponent requires the use of two hands.
However, if the net is being used to parry, entangle or whip an opponent, it can be used with one hand, while the other wields a sword or other weapon; parry the same as usual.
Using the net as a whipping weapon does 1D4 damage.
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W.P. Paired Weapons
Users of paired weapons can:
1 . Strike and parry simultaneously. In other words, warriors skilled in paired weapons can often perform two actions for every one melee action/attack.
2. Twin, simultaneous strikes against the same target. Both weapons hit, but is considered ONE melee attack/action, (roll only once to strike). The defender can only try to parry one of the weapons in the parry ! The other will strike, unless he too is using two weapons, or a weapon and a shield, and has the W.P. paired weapons skill.
3. Strike two different targets (or strike one and parry the other), simultaneously; both must be within reach.
4. Parry two different attackers; one with each hand.
Weapons are limited to the one-handed types and can be used in any combination; for example, two short swords, or short sword and broadsword, sword and knife, mace and shield, etc. Two-handed weapons cannot be used as a paired weapon.
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W.P. Pole Arm
Training with all types of large, bladed spear-like weapons, including the glaive, sabre halberd, runka, scythe and voulge, among others.
Bonuses:
+2 damage at levels two and eight!
+1 to strike and parry at levels 1, 3, 6, 9 and 12.
+1 to strike when thrown at levels 3, 7 and 12; not designed for throwing.
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W.P. Battle Axe
Training with all types of large axe weapons, including single blade and double headed axes and picks.
Bonuses:
+1D6 damage at level two!
+1 to strike at levels 1, 3, 5, 8, 12 and 15.
+1 to strike when thrown or to parry at levels 2, 4, 8,and 12; not designed for throwing.
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W.P. Lance Note
The use of the lance is limited to the Knight and Palladin O.C.c.s. It is not normally available to other O.C.C.s. See the descriptions under The Way of the Lance in each of the respective O.C.C.s.
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W.P. Shield
Combat skills with large and small shields used primarily for parrying and self defense.
Bonuses:
+1 to parry at levels 1, 3, 6, 9, 12 and 15.
A shield can be used in one hand and a weapon in the other.
+1 to strike with a shield (1D4 damage) at levels 4, 8, and 12.
No bonus to strike when thrown.
Shields!
The average small wood & leather shield has 30 S.D.C. and costs 35 gold.
A small wood & metal plated shield has 50 S.D.C. and costs 65 gold.
Small shields can be thrown about 15 feet (4.6 m), inflicting 1D6 damage. Hitting or butting somebody with a small or large shield does 2D4 damage.
A large wood & leather shield has 60 S.D.C. and costs 75 gold.
A large wood & metal plated shield has 100 S.D.C. and costs 110 gold.
A large iron shield has 130 S.D.C., costs 180 gold, but requires a P.S. of 22 or higher to use (otherwise -4 to parry).
No large shield can be thrown.
Damage to shields (optional): Subtract 10% of the damage that would normally be inflicted by a weapon when blocked/parried by a shield. When all S.D.C. is gone, the shield has too many holes, cracks and weaknesses to offer protection. The next strike will punch right through or shatter it and hit the user at full force and full damage.
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W.P. Siege Weapons
An understanding of the use and mechanics of siege weapons, including balista, catapult, onager and trebuchet.
Bonuses:
+1 to strike at levels 2, 5, 9 and 12.
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W.P. Incendiaries
Fire is the most common and most devastating weapon of ship to ship combat in the Palladium World.
While mages are frequently employed, serving as living artillery, most ships of the line (i.e., warships) are equipped with incendiary devices.
Different nations have developed different formulas, but they are all used in the same way.
First, a container filled with the burnable substance is loaded into a ballista, catapult, onager or trebuchet.
Second, either a fuse or the stuff itself is set on fire.
Third, the device is fired at the target.
Fourth, if all goes well, the burning substance then hits the sails, or lands on the deck of the target ship. In addition to being able to handle the "Greek Fire," burning pitch, or flaming oil, the character also knows the best way of extinguishing any enemy incendiaries, and will know when to use water, vinegar (well-prepared ships have barrels of vinegar to put out flaming oils), sand or sails to put out a fire.
Base Skill: 20% +5% per level of experience. Failure usually means that the fire is snuffed out before it hits the target.
Requirement: The character with this skill must also have W.P. Siege Engines as well.
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W.P. Spear
Combat skill with large and small spears (the use of a rifle equipped with a bayonet also falls into this category).
Bonuses:
+1 to strike and parry at levels 1, 3, 5, 8, 11 and 13.
+1 strike when thrown at levels 3, 6, 10 and 14.
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W.P. Staff
Combat skill with large and small staffs.
Bonuses:
+1 to strike at levels 1, 3, 7, 10 and 13.
+1 to parry at 2, 5, 8, 11 and 14.
+1 to strike when thrown at levels 5, 10 and 15; not designed for throwing.
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W.P. Sword
Combat skills with large and small swords, including fencing type training. Includes rapiers, sabers, broadswords, twohanded, and short swords.
Bonuses:
+1 to strike at levels 1, 3, 6, 9, 12 and 15.
+1 to parry at levels 2, 4, 7, 10 and 13.
+1 to strike when thrown at levels 4, 8 and 12; swords are not designed for being thrown.
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W.P. Targeting/Missile Weapons
Expertise with a thrown weapon and proficiency with missile weapons, such as the sling, sling-shot, bolas, boomerangs, throwing sticks, throwing axes (small), throwing knives, shurikens, javelin, and spear (the use of the bow is a separate skill; see archery).
Bonuses when thrown or slung:
+1 to strike at levels 1, 3, 5, 7, 10 and 13.
Characters who select both W.P. targeting and W.P. bow, or W.P. crossbow (See W.P. Archery), or W.P. spear get the usual bonuses for that W.P., plus a bonus (from W.P. targeting) of +1 to strike at levels 2, 5 and 10.
Rate of Fire: Equal to the character's normal number of hand to hand combat attacks. Note: The character loses all bonuses and rate of fire is half when riding on horseback or in a moving vehicle.
| Type of Weapon | Typical Effective Range | Damage |
|---|---|---|
| Blow-Gun | 30 ft (9 m) | 1D4 |
| Boomerang | 60 ft (18 m) | 1D6 |
| Bow, Short | 340 ft (104 m) | 1D6 |
| Bow, Long | 640 ft (195 m) | 2D6 |
| Cros Bow, small (pistol size) | 120 ft (36,5 m) | 1D6 |
| Cross Bow, Light (Rifle size) | 340 ft (104 m) | 2D4 |
| Cross Bow, Large (Rifle size) | 600 ft (182 m) | 2D6 |
| Dart | 30 ft (9 m) | One point of damage |
| Javelin | 300 ft (94,1 M) | Normal javelin damage +1D4 |
| Throwing Sticks and knives | 40 ft (12,2 m) | 1D6 |
| Throwing Irons and axes | 40 ft (12,2 m) | 2D4 |
| Spear | 100 ft (30,5 m) | Normal spear damage +1D6 |
| Sling or Slingshot | 80 ft (24,4 m) | 1D6 |
Note: Swords, large axes, (non-throwing) knives, hammers, clubs, maces, pole-arms and most other hand-held weapons are NOT designed to be thrown. Consequently, the average throwing range is a mere 20 feet (6.1 m) and the character is -1 to strike.
An attacker can try to throw such weapons farther, but is -3 to strike for every additional 1-10 feet ( 3 m) beyond 20 (6.1 m).
Spears, javelins, slings, throwing knives/sticks/axes, and bows, can be thrown or fired by anybody without penalty at the typical effective range listed above.
The "Typical" effective range applies to most characters unless stated otherwise in the description of the Occupational Character Classes (O.C.C.s).
Greater range and proficiency for an O.C.C. or R.C.C. is typically the result of special training or natural ability.
The average giant weapon does one additional die of damage plus P.S. bonus, and range is increased by 20% .
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W.P. Throwing Weapons (small)
See W.P. Targeting. Includes throwing knives, throwing axe, throwing sticks/irons, darts, bolas, and similar.
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W.P. Whip
Skill at "whipping" or snapping with long, flexible, light weapons, typically made of leather or reeds.
Bonuses:
+1 to strike or entangle at levels 2, 4, 7, 10 and 13.
+1 to damage (special) at levels 2, 4, 8 and 12.
This weapon cannot be used to parry!
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