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Pike: The pike may be used to strike an opponent up to two hexes away. Harpoon: The harpoon is designed to slow down an opponent as well as inflict more damage when it is removed. A lodged harpoon reduced AG and TMR by 4. Removing the harpoon requires the victim or wielder to roll under 3 X PS and then causes D +2 damage as well as a 20% of causing a bleeding wound. Rolled by the GM to determine if bleeding occurs at the rate of 1 FT or EN for D+12 pulses. Impaler: Impalers are designed to impede opponents and anyone struck by an impaler must roll under 3 X PS to free themselves otherwise their AG and TMR is reduced by half. Removing an impaler causes D damage. Lance: How much damage is done is dependent upon the mount and number of hexes involved in a charge. The follow provides base damage for various steeds as well as damage for distance travel in a charge. Lances may only be used in a charge situation so the starting % already reflects that a charge attack is being made. The lance is one of the few weapons you may not make a multiple strike with, either you hit you opponent with the charge or you miss your opponent. Base damage is with the regular lance, a heavy lance does +2 more damage.
Lances do +1 damage for every two hexes of movement over four that occur in a single pulse. If a lance takes more than 50% of maximum damage it shatters after impact. If the maximum damage is 16 normally, 24 will shatter the lance automatically.
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