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Pole Weapons*3 and Charge Attacks*24

Okay. I've got this big pole weapon, now why is it better? Since damage is only slightly greater, and in some cases not at all, there has to be an advantage to these long, slow, unwieldy weapons or they never would have been used in the first place. Pole weapons were used in primarily three ways. The first was to gain reach. This allowed troops behind others to poke through the front line effectively doubling the attack force. The second was in a "set" against an on rushing attacker giving you the first shot against his closer range attack. The third, and the most offensive, was in a "charge". Similar to what a mounted figure would do with a lance, a ground based figure could run up to a target, gaining force from momentum and causing a bigger hole in the target. So, how do you compensate for this type of attack. Here's the rules I devised to handle it. Please note that I equate one hex as one inch for movement purposes.

Base Conditions

Weapon Speed 1/2 normal weapon speed (rounded down)
Weapons Capable See Weapon List
Damage See table

Base Rolls

Adjusted Die Roll Damage
up to 19 Normal
20 - 24*1 2X Damage
25+*1 3X Damage

Notes:

  1. Requires minimum natural roll of 14 or better
  2. A charge attack requires a move of at least 3 hexes in a straight line in the direction of the target
  3. Weapon Specializtion is NOT applicable to Pole Weapons.
  4. A Pole weapon will be dropped on a roll of 3 or less and can break on a roll of 2 or less.

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This page and its contents are presented solely for the purpose of the RPG game events conducted by a private group. Any references to people or places is explicitly within the context of these RPG games and has no connection to any other similarly named source.

Bob Senkewicz / Howell, New Jersey / senk@optonline.net