Of Frogs and Roses
Weapons of the War of the Roses
The list of weapons available has been culled to only include those who where in use in the time of War of the Roses. As this makes the weapon side of combat a little less exciting, I have decided to allow for variant attacks doing other types of damage or apply special effects to the result of an Attack roll. If you don’t like to fiddle with details in combat, just choose a weapon without options.
Another thing that popped up in my “research” is how fragile most weapons where, atleats compared to the standard fantasy trope of weapons. So if not classified as Robust, all weapons becomes “dysfunctional” if a 1 is rolled in an Attack roll. That means the weapon is taken out of commission for one reason or another. It now counts as Improvised; -4 to Hit, no proficiency and -2 to dmg.
Further more I find the Simple/Martial grouping of weapons proficiencies inane, simplified beyond any reason. So I will use Weapon Grouping in a similar way to the old Unearthed Arcana. However tweaked, pf course, for a bit of realism and functionality.
Here is a list, I mean to have one wiki page per weapon, but this list have to do for now.
|Name||Weapon Groups||Dmg Prim||Dmg Sec||Notes|
|Tuck (estoc)||1 H Stabbing||D6 (punct.,AP)||D8 (blunt)|
|War Sword||1H Edged||d8 (cut)||d4 (punct.)||Versatile|
|Great Sword||D10 (cut)||d6 (punct.)|
|Claymore||Great Sword||D10 (cut, Impact||d6(punct.)||Heavy, 2H|
|Hunting Sword||1H Edged||D6 (cut)||D4 (punct.)||Finesse|
|Arming Sword||1H Edged||D8 (cut)||D4 (punct.)|
|Falchion||1H Edge||D8 (cut)|
|Warhammer||Axe/Mace||D6 (punct.,AP)||d10 (blunt, Impact)||Versatile|
|Greatclub||d8 (punct., AP)||d12 (blunt, Impact)|
|Flanged Mace||Axe/Mace||D8 (cut)|
|Maul||Greatclub||D8 (Blunt, Impact)||2-H, Slow|
|Short Morningstar||Basic||d6 (Blunt)+D4 (punct.)|
|Long Morningstar||Greatclub||d8 (Blunt)+D4 (punct.)||2-H|
|Halberd||Polearms||D8 (cut)||D6 (punct.)||Reach, Hook|
|Hunting Bow||Basic||D6 (Punct.)||Bonus Action to Reload|
|Longbow||Archery||D8 (Punct.)||Bonus Action to Reload|
|Light Crossbow||Basic||d6 (punct., AP)||Bonus Action to Reload (Pull string)|
|Crossbow||Basic||D8 (Punct.,AP)||A Move Action to reload (step n’ pull)|
|Heavy Crossbow||Basic||d10 (Punct.,AP)||An Actions to reload (wind up)|
|Shortspear (Eire)||1 H Stabbing||D6 (Punct.)||d4 (blunt)||Finesse|
|Longspear (Scot)||Polearm||d8 (Punct)||d6(blunt)||Reach, 2-H|
|Billhook||Polearms||D8 (cut)||d6(blunt)||2-H, Reach, Hook|
|Handgonne||Blackpowder||D6xD6 (blunt, Impact)||Devastating, Slow reload, Slow Ignition, Difficult to Aim, Short Ranged Damage, Frightening|
Hook: With a Strength contest you may move an oponent one square instead of causing damage, and even impose the condition Prone (ie tripping someone).
Reach: May attack into the next square beyond the adjecent ones.
Slow: -4 to Hit anyone with a better Initative rank.
Impact: On a successful hit the target must make a Strength Save vs DC 10+damage rolled or be Prone.
Devastating: Damage is calculated by multiplying the dice instead of adding them.
Slow reload: Five full round needed to reload.
Slow Ignition: Always fire last in round action to fire is declared at normal place in initiative.
Difficult to Aim, Impossible to Dodge: DC to hit is independent of AC of target, instead to hit DC is 5+ 1 for each 3rd yard +10 if target is moving +5 for small target, -5 for large target.
Short Ranged Damage: Every other yard removes 1 point from damage.
Frightening: Everyone lacking proficiency in Blackpowder has to make a Wisdom save vs. 15 or be frightened until the end of next round.