Armed Combat (Class) (PHY or DEX)
Knacks: By Weapon Class only
Every character, regardless of training or background, inherently knows several manoeuvres (Strike & Parry), how to launch a strike or attempt to parry an incoming attack in armed combat situations. In such scenarios, a character without formal training in Armed Melee would rely on (roll) their Physique or Dexterity Trait dice (Player’s Choice).
The Armed Melee skill goes beyond these basic instincts and represents specialised training in one or more Weapon Classes. The following list of weapons classes is not an accurate depiction of each discipline's real-world capabilities. Instead, it is intended to add depth and flavour to the player's roleplaying experience.
Note: If players or Game Masters feel these representations do not align with their understanding of Armed Melee weapons fighting, they are encouraged to discuss and adapt them as seen fit, recommended during a 'session zero’ before play commences.
As characters gain experience in Armed Melee skills, they gain access to advanced techniques called manoeuvres. These manoeuvres can perform specialised attacks or defences, such as unique strikes, snap attacks, leap attacks, disarm attacks and more. The acquisition of these manoeuvres can be found in the table below. This progression reflects the development of the character's skills, further enhancing their abilities in combat situations. Once a character has achieved d12 in an Armed Melee weapon class, they are considered a “Master” with that Weapon Class. Once achieving d12, the player can select a Manoeuvre from any Weapon Class.
It is important to note that weapons in a Weapon Class share the same techniques to wield them. This does not mean the weapons necessarily look similar. For instance, Blunt Weapon Class can include maces and hammers but also include picks and spikes.
Manoeuvre Progression Table
Armed Melee Skill Level | Manoeuvre |
---|---|
d4 | Basic |
d6 | Basic |
d8 | Advanced |
d10 | Advanced |
d12+ | Any Manoeuvre* |
*Can learn any Manoeuvre from any discipline
Weapon Class | Basic Manoeuvres | Advanced Manoeuvres |
---|---|---|
Axe | Power Attack, Throw | Sweep, Riposte |
Blunt | Power Attack, Tight Grip | Disarm, Counterstrike |
Knife | Snap Attack, Throw | Feint, Counterstrike |
Whip/Chain | Tangle, Sweep | Trip, Disarm |
Sword | Riposte, Power Attack | Disarm, Feint |
Great Weapon | Power Attack, Tight Grip | Sweep, Disarm |
Spear/Javelin | Sweep, Throw | Power Attack, Tight Grip |
Polearm | Sweep, Guard | Trip, Power Attack |
Buckler Shield | Snap Attack, Guard | Feint, Lock |
Shield | Guard, Tight Grip | Disarm, Bash |
Note: Exotic weapons, including Nunchucks, Sai's, Tekko-Kagi, Falx, Chakram, Urumi, Kusarigama, Meteor Hammer, Bo Staff, Rope Dart and Bardiche can be learned by those with the "Exotic Weapon" Quirk.