Great-Club
(Flavour Text)
Heavy Mace
Versatile:
Name | Damage | Critical | Range | Qualities |
---|---|---|---|---|
Great-Club | 2/3 | 4 | Engaged | Versatile; Defensive-0/1; Stun-4/3; Crushing |
- This weapon can be wielded in one or two hands. When it is wielded in one hand it uses the Damage number before the '/', when it is wielded in two hands it uses the Damage number after the '/'. This also applies to any Qualities with a '/' in them.
- This weapon can change between being wielded in one or two hands as part of another Manouevre or by spending a Story Point outside of the turn. This weapon can only become wielded in two hands if the second hand is empty and not crippled.
- This weapon adds +0/d to the difficulty of any Melee Attacks that target the bearer.
- This weapon can spend aaaa/aaa from an attack any number of times to inflict 1 Strain each time. The attack does not need to be successful to do this.
- This weapon can spend an additional a when it scores a Critical Hit to score a Crushing Critical Hit instead.
Great-Clubs in Military Units
When equipped by a Military Unit a great-club is one of many kinds of Hand Weapon, it has no effect on the unit's fighting capabilities.Potential Improvements
- Spikes: A great-club can have spikes embedded in its head. It changes its Stun quality to Stun-5/4, gains the Pierce-1 quality and replaces its Crushing critical hits with Piercing Critical Hits.
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