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.'' 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. 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'' 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'' 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 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.'' 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.'' 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.'' 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.'' 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.'' 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.'' 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.'' 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.'' 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.'' 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.'' 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.'' 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.'' 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 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'' 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'' 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. 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'' 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'' 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.'' 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.'' 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.'' 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'' 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.'' 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.'' 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.'' 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.. 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 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. 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.'' 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.'' 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'' 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'' 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.'' 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'' 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.'' 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'' 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'' 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