WEAPON WEIGHT RULES
Weapon Weight & Speed Ruleset
1) Weight Classes
| Class | Weight 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
| Class | To-Hit Modifier | Initiative Modifier | Handling Type | Parry Efficiency | Reach (ft) |
|---|---|---|---|---|---|
| Ultra Light | +2 | +3 | One-Handed | +3 | 5 |
| Light | +1 | +2 | One-Handed | +2 | 5 |
| Medium | 0 | +1 | Versatile | +1 | 5–7 |
| Heavy | −1 | 0 | Two-Handed | 0 | 7–10 |
| Super Heavy | −3 | −2 | Two-Handed | −1 | 10–15 |
| Colossal | −5 | −4 | Requires Two | −2 | 15+ |
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
| Class | Signature Trait |
|---|---|
| Ultra Light | Can feint once per round (if one v one you can cause a -2 to hit if feinted) |
| Light | May strike twice vs small or unarmored foes. |
| Medium | Balanced control, no penalties or bonuses. |
| Heavy | Can perform a Power Swing (wind-up for +2 hit). |
| Super Heavy | Creates a Shockwave when hitting solid ground or armor (unbalances nearby foes). |
| Colossal | Cleaving Momentum: may hit all targets in front arc when fully charged. |
10) Example Weapons by Class
| Class | Typical Examples |
|---|---|
| Ultra Light | Dagger, Stiletto, Punch Dagger |
| Light | Shortsword, Hand Axe, Light Mace |
| Medium | Longsword, Spear, War Pick |
| Heavy | Warhammer, Claymore, Battle Axe |
| Super Heavy | Maul, Greatspear, Executioner Blade |
| Colossal | Siege Pike, Giant Club, Arc-Forged Halberd |
11) Summary: Combat Feel by Class
| Class | Combat Feel | Pros | Cons |
|---|---|---|---|
| Ultra Light | Quick, precise, defensive | High initiative, great parry | Low impact, short reach |
| Light | Fast, controlled | Versatile, reliable | Limited penetration |
| Medium | Balanced | Predictable, adaptable | No extreme advantages |
| Heavy | Slow but punishing | Strong reach, stagger | Hard to parry, slower |
| Super Heavy | Brutal and slow | Intimidating, crushes guard | Delayed attacks |
| Colossal | Monumental power | Massive reach, crowd control | Extremely slow, unwieldy |

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