Difference between revisions of "Spear (weapon)"
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For game purposes, the spear is limited to a length of 8 feet. A 7 ft. shaft is judged to be 4 lbs. and 15 oz., with the head weighing 17 oz.; though the length of shaft can be adjusted for shorter characters without adjusting the weight of the head. Spears that are 8 ft. or longer, though of the same basic design, are treated as [[Pike (weapon)|pikes]] for combat purposes. Pikes may not be hurled. | For game purposes, the spear is limited to a length of 8 feet. A 7 ft. shaft is judged to be 4 lbs. and 15 oz., with the head weighing 17 oz.; though the length of shaft can be adjusted for shorter characters without adjusting the weight of the head. Spears that are 8 ft. or longer, though of the same basic design, are treated as [[Pike (weapon)|pikes]] for combat purposes. Pikes may not be hurled. | ||
− | Spears may also be [[Setting vs. Charge|set vs. charge]]. This requires that the butt of the spear be planted into the ground and held with the foot, before it is met by a charging opponent. The spearholder automatically gains [[Initiative|initiative]] against the [[Charging|charger]]; [[Roll to Hit|on a hit]], the spear causes double [[Damage|damage]] against the charger. This would in turn be increased normally if a [[Critical Hits & Fumbles|critical hit]] occurred. Once the hit occurs, the spear is considered to be no longer set. The weapon is not considered set against a non-charging opponent and does not cause double damage in such cases. | + | Spears may also be [[Setting vs. Charge|set vs. charge]]. This requires that the butt of the spear be planted into the ground and held with the foot, before it is met by a charging opponent. The spearholder automatically gains [[Initiative|initiative]] against the [[Charging|charger]]; [[Roll to Hit|on a hit]], the spear causes double [[Damage (hit points)|damage]] against the charger. This would in turn be increased normally if a [[Critical Hits & Fumbles|critical hit]] occurred. Once the hit occurs, the spear is considered to be no longer set. The weapon is not considered set against a non-charging opponent and does not cause double damage in such cases. |
The range of a spear is fair compared to other [[Weapons List#Missile Ranges|hurled weapons]]. The weapon cannot be thrown at an adjacent hex; 2 hexes is consider point blank range, giving a +1 bonus [[Roll to Hit|to hit]]. The spear's short range is 3-6 hexes, for which there is no adjustment; medium range is 7-12 hexes, giving a -2 penalty; and long range is 13-18 hexes, giving a -5 penalty. | The range of a spear is fair compared to other [[Weapons List#Missile Ranges|hurled weapons]]. The weapon cannot be thrown at an adjacent hex; 2 hexes is consider point blank range, giving a +1 bonus [[Roll to Hit|to hit]]. The spear's short range is 3-6 hexes, for which there is no adjustment; medium range is 7-12 hexes, giving a -2 penalty; and long range is 13-18 hexes, giving a -5 penalty. |
Revision as of 16:16, 2 September 2020
A weapon with a long wooden shaft and a pointed metal tip, usually of iron or bronze. The shaft may be sharpened to a point and lacking a metal head. The heft and strength of the spear makes it distinct from the javelin, a much lighter weapon designed for hurling.
Spears may be both used in melee or for hurling at an enemy. In either case, it causes 1-6 damage on a hit. It can be thrown with one hand, but in melee it requires both hands. An exception to this is phalanx training, in which the combatant is trained to use the spear one handedly while supported by the form of shield.
For game purposes, the spear is limited to a length of 8 feet. A 7 ft. shaft is judged to be 4 lbs. and 15 oz., with the head weighing 17 oz.; though the length of shaft can be adjusted for shorter characters without adjusting the weight of the head. Spears that are 8 ft. or longer, though of the same basic design, are treated as pikes for combat purposes. Pikes may not be hurled.
Spears may also be set vs. charge. This requires that the butt of the spear be planted into the ground and held with the foot, before it is met by a charging opponent. The spearholder automatically gains initiative against the charger; on a hit, the spear causes double damage against the charger. This would in turn be increased normally if a critical hit occurred. Once the hit occurs, the spear is considered to be no longer set. The weapon is not considered set against a non-charging opponent and does not cause double damage in such cases.
The range of a spear is fair compared to other hurled weapons. The weapon cannot be thrown at an adjacent hex; 2 hexes is consider point blank range, giving a +1 bonus to hit. The spear's short range is 3-6 hexes, for which there is no adjustment; medium range is 7-12 hexes, giving a -2 penalty; and long range is 13-18 hexes, giving a -5 penalty.
See Weapons List