WEAPON WEIGHT RULES


Weapon Weight & Speed Ruleset


1) Weight Classes

ClassWeight Range
Ultra Light (UL)0–2 lbs
Light (L)3–5 lbs
Medium (M)6–8 lbs
Heavy (H)9–14 lbs
Super Heavy (SH)15–21 lbs
Colossal (C)22+ lbs

Every weapon in Vorrengarde Basic falls into one of these classes.
Each class affects attack speed, accuracy, initiative, handling, and parry efficiency.


2) Combat Modifiers by Weight Class

ClassTo-Hit ModifierInitiative ModifierHandling TypeParry EfficiencyReach (ft)
Ultra Light+2+3One-Handed+35
Light+1+2One-Handed+25
Medium0+1Versatile+15–7
Heavy−10Two-Handed07–10
Super Heavy−3−2Two-Handed−110–15
Colossal−5−4Requires Two−215+

Definitions

To-Hit Modifier: Adjusts attack rolls. Light weapons are quick and precise; heavy ones are slow and clumsy but powerful.

Initiative Modifier: Affects combat order. Faster weapons strike earlier in combat rounds.

Handling Type: Determines how many hands are required.

Parry Efficiency: Reflects how good the weapon is for defense or countering attacks.

Reach: Determines how far away the weapon can strike effectively.


3) Action & Timing

Ultra Light / Light:

Excellent for counterstrikes and interrupting slow attacks.

Medium:

Balanced; one attack per turn, no special delay.

Heavy:

Can “Wind Up” for one turn; next turn’s attack gains +2 to hit.

Normal use is one attack per round with no bonus.

Super Heavy:

Must Wind Up before striking unless wielded by a creature with Strength ≥ half weapon weight

Attacks every other round if untrained.

Colossal:

MUST HAVE STRENGTH = TO OR HIGHER THAN HALF WEAPON WEIGHT /2 and WIND UP to strike

Can strike multiple adjacent targets in one swing.


4) Reach & Range Advantages

Ultra Light / Light: Close combat, easily blocked by larger weapons.

Medium: Ideal balance between close and mid combat.

Heavy / Super Heavy: Capable of hitting foes several feet away; can strike over allies.

Colossal: Exceptional reach; can strike lines of enemies or mounted targets.


5) Parry & Counter Mechanics

Ultra Light & Light Weapons: Gain +2 to any Parry Roll. Can interrupt heavy weapon wind-ups.

Medium Weapons: +1 to Parry Roll; reliable defense.

Heavy & Above: Cannot easily parry; instead, they break defenses. On a successful hit, the defender’s next attack suffers −2.

Colossal Weapons: Automatically overpower smaller parries (defender cannot parry unless using another Colossal-class weapon or magical barrier).


6) Strength & Handling Requirements

To wield a weapon effectively, a character’s Strength score must be at least half of the weapon’s total weight.

Example: A 16 lb weapon requires STR 8 minimum.

If below the requirement:

−2 to hit.

Initiative reduced by −2.

Chance to drop the weapon on fumbled rolls (natural 1–2).


7) Stagger & Knockback Effects

Even without specific damage dice, weapon mass can cause impact effects:

Heavy or stronger weapons stagger smaller targets on critical strikes.

Super Heavy attacks may knock enemies backward several feet.

Colossal hits automatically cause knockdown to medium or smaller targets.

The greater the weight difference between attacker’s weapon and target’s size, the more severe the stagger.


8) Dual Wielding Rules

Only Ultra Light or Light weapons can be dual-wielded effectively.

Dual-wielding Medium weapons incurs −2 to all attacks.

Heavy or greater cannot be dual-wielded without special feats or mechanical assistance, some specializations ignore this rule


9) Special Traits by Weight Class

ClassSignature Trait
Ultra LightCan feint once per round (if one v one you can cause a -2 to hit if feinted)
LightMay strike twice vs small or unarmored foes.
MediumBalanced control, no penalties or bonuses.
HeavyCan perform a Power Swing (wind-up for +2 hit).
Super HeavyCreates a Shockwave when hitting solid ground or armor (unbalances nearby foes).
ColossalCleaving Momentum: may hit all targets in front arc when fully charged.

10) Example Weapons by Class

ClassTypical Examples
Ultra LightDagger, Stiletto, Punch Dagger
LightShortsword, Hand Axe, Light Mace
MediumLongsword, Spear, War Pick
HeavyWarhammer, Claymore, Battle Axe
Super HeavyMaul, Greatspear, Executioner Blade
ColossalSiege Pike, Giant Club, Arc-Forged Halberd

11) Summary: Combat Feel by Class

ClassCombat FeelProsCons
Ultra LightQuick, precise, defensiveHigh initiative, great parryLow impact, short reach
LightFast, controlledVersatile, reliableLimited penetration
MediumBalancedPredictable, adaptableNo extreme advantages
HeavySlow but punishingStrong reach, staggerHard to parry, slower
Super HeavyBrutal and slowIntimidating, crushes guardDelayed attacks
ColossalMonumental powerMassive reach, crowd controlExtremely slow, unwieldy


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