Weapon Proficiencies

Note: Each W.P. provides combat training with a particular type of weapon. Each W.P. counts as one skill. The character may select several W.P.s or a few. Characters without a W.P. can use any weapon, but without benefit of the W.P. bonuses. There are two categories of Weapon Proficiencies, Ancient and Modern. These are somewhat misleading, since what they really refer to is unpowered melee type weapons (swords, spears, etc.) and modern, powered weapons (guns of every stripe). A Juicer's Deadball W.P. will be found under Ancient weapons, even though the device itself was not invented until well after the modern age began.

Ancient Weapon Proficiencies

Each Ancient W.P. provides combat training with a particular type of weapon. The result is hand to hand combat bonuses to strike and parry whenever that particular "ancient" style weapon is used. All bonuses are accumulative. Each W.P. counts as one skill.

W.P. Archery and Targeting:
This is an expertise with thrown and bow weapons. It includes throwing spears, forks, slings, short bows, long bows, crossbows, and modern bows. Bonuses: Add 20 feet (6.1 m) to the normal effective range per level of the character, +I to parry with that weapon (effective at level one), and +1 to strike at levels 2, 4, 6, 8, 11, and 14.
Rate of Fire: Two at level one, +2 at level three, +1 at levels 5, 7, 9, and 12.
Combat Note: Typically, a character loses all bonuses and rate of fire is half when riding on horseback or a moving vehicle.
Thrown and Bow Type Weapons and Typical Ranges:
Boomerangs (1D6 damage): 60 feet (18 m)
Throwing Sticks & Irons (1D6 damage): 30 feet (9 m)
Sling (1D6 damage): 80 feet (24 m)
Spear (1D6 damage): 100 feet (30.5 m)
Short Bow (1D6 damage): 340 feet (104 m)
Long Bow (2D6 damage): 640 feet (195 m)
Modern Compound Bow (2D6 damage): 700 feet (213 m)
Traditional Crossbow (2D4 or 1D8 damage): 600 feet (182 m)
Modern Crossbow (2D6 damage): 700 feet (213 m)
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W.P. Battle Axe:
Training in all types of battle axes and picks. Bonuses: +1 to strike at levels 1, 4, 8 and 12. +1 to parry at levels 2, 5, 8 and 13. +1 to strike when thrown at levels 3, 8 and 12.
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W.P. Blunt:
Training with all types of blunt weapons including maces, hammers, cudgels, pikes, staves, and clubs. Bonuses: +1 to strike and parry at levels 1, 4, 8 and 13.
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W.P. Bola:
The Bola is an old weapon of the South American Indi­ans who taught its construction and use to the gauchos. The classic weapon was three rawhide thongs joined at one end and at the other, three cords tipped with metal or leather covered stones; the length of the cords varied from 3-10 feet (0.9 to 3 m). When thrown accurately, the bola could entangle the legs to bring down a running animal. One or two weighted balls were used for hunting small prey like rabbits and birds. Damage: 2D4 S.D.C. As one might expect, various weapon manufacturers have created bolas with 1-3 grenades instead of weights, and Northern Gun has created one that works like a Neural Mace, with the stunning charge delivered by remote control once a victim has been ensnared. Bonuses: +1 to strike, disarm and entangle at levels 2, 5, 10 and 15.
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W.P. Boomerang (Australia):
An aerodynamic curved throwing "stick" that is the Aboriginal technological equivalent of the bow and arrow. Some can be no larger than a foot (0.3 m) long, others can be al­most man-sized and require two hands to launch, but most range be­tween 1-3 feet (0.3 to 0.9 m) long. There are many variations, some designed to return to the thrower if the shot misses, others designed purely as throwing sticks intended to inflict damage and which fall flat if they miss.
Bonuses to Strike: +1 at levels 1, 3, 5, 7, 10 and 15.
Bonuses to Damage: +1 to damage at levels 2, 5, 9, 11 and 15.
Combat Notes: The boomerang is a hunting weapon. Nonetheless, this is an RPG, and boomerangs make pretty cool weapons (see the equipment section for more), and players are likely to try all sorts of tricks.
1. In all cases, opponents are at -2 to parry and dodge boomerang at­tacks, as they are highly unpredictable missile weapons difficult to avoid and defend against. Add this penalty to other penalties that may apply from special attacks. The boomerang can be employed in several different ways:
2. Thrown with a slight curve so that it returns if it misses. In such a case, the range is 150 feet (45.7 m). To make a boomerang return, a character must have this W.P. Such trained individuals can throw those designed to return to come back to them when they miss. The process of returning uses up one melee action worth of time, during which the character can perform something else (aside from moving).
3. Straight Shot. Thrown with full force, the range is an incredible 600 feet (182 m). The boomerang will not return. +2 to damage from the velocity of a fast moving, full force boomerang. If the victim is within 100 feet (30.5 m), he is -4 to parry or dodge the attack.
4. The Back Shot is a particularly tricky method of attack. The boo­merang is thrown with full force, but curves to return toward its thrower and strike a target on its return, from the opposite side. The maximum range is 250 feet (76.2 m), and the target is -8 to parry and dodge due to the element of surprise. This can even catch someone hiding behind cover if the thrower is aware of the hiding target and can ac­curately estimate where to strike. The difficulty of this attack means the throw is made without benefit of any bonuses and is -3 to hit the hidden target.
5. Bounce Shot. Thrown at a down angle, the boomerang appears to fall short then rises before hitting the ground and strikes the victim from below. The attack has the element of surprise and can be disorien­tating, so the intended target is -4 to parry and dodge. If the roll to strike is 16 or higher, an opponent will be knocked off his feet by the attack (as well as suffering damage) and loses two melee actions. A successful "roll" vs punch, fall or impact will prevent the knockdown, but uses up one melee action.
6. Ricochet Shot. The W.P. also enables the character to use any type of boomerang to ricochet off one object or person and hit a sec­ond! This ricochet or bounce-off attack is done without benefit of any bonuses other than those from this W.P. Damage is inflicted to both tar­gets struck. The second target struck is -4 to parry or dodge.
7. Trying to Catch a Boomerang thrown by somebody else. Wily opponents may attempt to catch a boomerang thrown at them with a successful parry roll that scores 18 or higher, but the character must make the "call" that he intends to try to catch it, must drop or holster anything in his hand, and the "catch" uses up two melee attacks/ac­tions. Do not discourage this tactic, but catching a full velocity boomer­ang is not recommended. A successful catch uses up two melee actions and a failed catch means the character is struck and takes normal dam­age. This hurts.
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W.P. Bow & Arrow:
Includes short bow, long bow, Samurai bow, Mongol bow, and Ninja short bow, as well as modem compound bows. Bonuses: Start with +1 to strike and two shots per melee round. Add +1 to strike at levels 2, 4, 7, 10, 13 and 15. An extra shot per melee round is added at levels 2, 4, 5, 8, 10, 12 and 14.
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W.P. Chain:
Training with all types of chain weapons including or­dinary lengths of chain, nunchaku, flail, and ball or mace and chain. Bonuses: +1 to strike at levels 1, 4, and 12. +1 to parry at levels 4, 8, and 13.
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W.P. Crossbow:
Includes both heavy and light crossbows. Bonuses: I shot per melee at first level. +1 to strike at levels 2, 4, 6, 8, 10, 12 and 14. An extra shot per melee round at levels 2, 5, 7, 9, 11, 13 and 15.
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W.P. Deadball:
This skill allows the character to throw the spiked, ricocheting ball in the Deadball game with great accuracy. A character with this skill can hit a target by ricocheting the ball off walls, ceilings and floors. This is a called shot, at -1 for every ricochet needed to strike the target. It is very hard to parry or dodge the ricocheting Deadball; the victim is at -2 to dodge, and at an additional -I for every additional ricochet beyond the first.
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W.P. Forked:
Includes sai, tiger forks and other weapons with tines except for tridents, which have their own separate W.P. Bonuses: +2 to Entangle at level one and +1 at levels 2, 5, 8, 10, 12 and 14. +1 to strike at levels 1, 3, 5, 7, 9, 12 and 15. +1 to parry at levels 5, 9, and 13.
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W.P. Grappling Hook:
Trained use of a grappling hook for climb­ing, scaling walls (adds +5% to that skill), boarding vessels, tripping an opponent (by hooking the foot, ankle or leg. Does no damage, but knocks victim to the ground and he loses initiative and one melee at­tack) and impaling (does 1D6 damage). Bonuses: +1 to strike or entan­gle at levels 3, 6, 9 and 12. This weapon can NOT be used to parry!
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W.P. Knife:
Training with all types of knives. Bonuses: +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 1, 3, 6, 8, 10 and 13.
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W.P. Mouth Weapons:
Includes blowpipes, mouth darts, and other weapons that depend on a person's lungs and aim out of the mouth. Weapons such as these are the hallmark of assassins worldwide, but es­pecially of Japanese ninja. Bonuses: Start with +1 to strike at levels 1, 4, 8 and 12. An extra shot per melee round is added at levels 3, 7 and 11.
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W.P. Net:
Primarily a gladiator or slaver's skill, the net is used to trip an opponent (same as grappling hook), parry or snare/entangle. Bonuses: +1 to strike or entangle at levels 2, 5, 8, 11 and 15. +1 to parry at levels 2, 4, 6, 9 and 12. In addition to the regular entangle attack, there are two other types of attacks possible with a net:
- Snaring an opponent's weapon. The weapon becomes entangled and is pulled out of the opponent's hand. A natural, unmodified (no bonus) roll of 18, 19 or 20 will disarm an opponent in this way, unless he can roll an equally unmodified high parry (no bonuses).
- Snare one's opponent by throwing the net over him: The intended victim must dodge or be netted; only characters with a spear, pole-arm or staff can parry a thrown net attack. If caught in the net, the victim is -8 to strike, -10 to parry and dodge, and running is impossible. It will require 1D4+1 melee rounds to cut free of the net.
If the character dodges or the net thrower misses, it is the net wielder who will suddenly find himself weaponless. Even if the net ha a drawstring attached to it, the thrower will need one melee action/attack to pull it back to him or to grab a different weapon; the throwing of a net to capture an opponent requires the use of two hands. However, if the net is being used to parry, entangle or whip an opponent, it can be used with one hand, while the other wields a sword or other weapon; parry the same as usual. Using the net as a whipping weapon does 1D4 damage.
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W.P. Paired Weapons:
Weapons are limited to the one-handed types and can be used in any combination; for example, two shore swords, or short sword and broadsword, sword and knife, mace and shield, etc. Two-handed weapons cannot be used as paired weapons. Those with W.P. Paired Weapons can do the following:
1. Strike and parry simultaneously. In other words, warriors skilled in paired weapons can often perform two actions for every one melee action/attack.
2. Twin, simultaneous strikes against the same target. Both weapons hit, but is considered ONE melee attack/action, (roll only once to strike). The defender can only try to parry one of the weapons with his defensive parry! The other will strike, unless the defender is using two weapons, or a weapon and a shield, and has the W.P. Paired Weapons skill to try to block both simultaneous attacks.
3. Strike two different targets or strike one and parry the other, simultaneously; both must be within reach.
4. Parry two different attackers; one with each hand-held weapon.
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W.P. Pole Arm:
Training in the large spear-like weapons known a the pole arm. Also includes tridents. Bonuses: +1 to strike at levels 1, 5, 9, and 14. +1 to parry at levels 1, 3, 6, 9 and 12. +1 to strike when thrown at levels 2, 5, 9 and 14.
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W.P. Shield:
Combat skills with large and small shields used pri­marily for parrying and self-defense in close combat. Bonuses: +1 to parry at levels 1, 3, 6, 9, 12 and 15. A shield can be used in one hand and a weapon in the other. +1 to strike with a shield (1D4 damage) at levels 4, 8 and 12. No bonus to strike when thrown. Note: A shield can­not be used to block bullets, rail gun bursts or energy blasts, at least not easily. Any such attempt is done without any bonuses (straight die roll) and at -8 to parry.
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W.P. Siege Weapons:
An understanding of the tactics, use and me­chanics of siege weapons, including balista, catapult, onager and trebuchet. Bonuses: +1 to strike at levels 2, 5, 9 and 12.
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W. P. Slingshot:
Includes both ancient slings and modem sling­shots. Bonuses: +1 to strike and 2 shots per melee at first level. +1 to strike and one extra shot per melee at levels 2, 4, 6, 8, 10, 12 and 15.
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W.P. Small Thrown Weapons:
Includes shuriken, throwing spikes, etc. Bonuses: Start with being able to throw three per melee round. +1 to throw at levels 4, 7, 10 and 13. Extra shot per melee at lev­els 2, 3, 5, 6, 8, 9, 11, 12, 14 and 15.
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W.P. Spear:
Combat skill with large and small spears. The use of a rifle equipped with a bayonet also falls into this category. Bonuses: +1 to strike and parry at levels 1, 4, 7, 10, and 13. +1 strike when thrown at levels 2, 4, 8, 12, and 15. Maximum throwing range is 150 feet (45.7 m), unless a woomera, atlatl, or other form of primitive spear-throwing device is employed. These simple but effective tools may be used only by those who already have W.P. Spear. They are hand-held wooden sticks or rods with a channel cut into their length and often with a hook at the end. The user slides the spear into place in the groove and then holds it there with a single hand. With a throwing motion, he whips the stick up and out, giving the spear a great deal of additional thrust, effectively doubling its throwing range. They are difficult to use (-1 to strike for all users) and take a lot of training.W.P. Staff: Combat skill with large and small staves. Bonuses: +1 to strike at levels 1, 3, 7, 10 and 13. +1 to parry at 2, 5, 8, 11 and 14. +1 to strike when thrown at levels 4, 8, and 14.
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W.P. Staff:
Combat skill with large and small staves. Bonuses: +1 to strike at levels 1, 3, 7, 10 and 13. +1 to strike at 2, 5, 8, 11 and 14. +1 to strike when thrown at levels 4, 8, and 14.
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W.P. Sword:
Combat skills with large and small swords, including fencing type training. Includes rapiers, sabers, two-handed, and short swords. Bonuses: +1 to strike and parry at levels 1, 3, 7, 11, and 14.
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W.P. Trident:
The practiced use of the trident as a weapon. Bonuses: +1 to strike and parry at levels one, three, seven, eleven and fif­teen. "Catch" or "Pin" an opponent's arm, hand, foot or weapon between the prongs: +1 at levels two, five, ten and fifteen. If a limb is caught or pinned, the trident user can twist and swing the trident with a quick movement that will force the "pinned" opponent to follow the movement and be "flipped" off his feet or upside down underwater. The victim of a body flip is thrown to the ground/down/over and loses initiative and one melee action/attack. W.P. Trident provides the body flip move only when using the trident. Typical damage is 3D6 S.D.C. or 3D6 M.D.C.; can be thrown 50 feet (15.2 m) in the air or 30 feet (9 m) underwater.
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W.P. Whip:
Skill at "whipping" or snapping with long, flexible, light weapons. Bonuses: +1 to strike at levels 1, 3, 5, 7, 9, 11 and 13. +1 to damage at 4, 8, and 12. +1 to entangle at levels 2, 6, 8, 10, and 14.
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Modern Weapon Proficiencies

These are areas of training and practiced skill with a particular type of modern weapon. Each W.P. counts as one skill selection. Modern W.P. bonuses are found in the Combat section under Modern Weapon Proficiency Explanation. Characters with no knowledge of modem weapons can fire loaded weapons, but will take twice as long to reload and always shoot "wild" meaning they get NO bonuses to strike; straight dice roll, P.P. bonuses are NOT included.

W.P. Revolver:
All cylinder style handguns; not automatic (trigger must be pulled each time the gun is fired).
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W.P. Automatic Pistol:
All modem military automatic pistols (au­tomatic means the weapon keeps firing while the trigger is depressed and until the trigger is released or the rounds are all expended).
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W.P. Bolt-Action Rifle:
Includes most hunting and sniping rifles; not an automatic firing weapon.
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W.P. Automatic and Semi-Automatic Rifles:
Includes all assault rifles like the M- 16 and AK-47.
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W.P. Submachine-gun:
Includes all small arms automatic weapons like the Uzi.
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W.P. Flamethrower:
A modem weapon proficiency (obviously), employed sparingly by the military, mercenaries and people who use them. This weapon is loved in the Outback of Australia but due to fuel shortages and the dry countryside (thus, the risk of bush fires) it is not a Weapon used very often. Bonuses: +1 to strike at levels 2, 6 and 14, generally, everything is set on fire.
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W.P. Grenade Launcher:
Any device, including certain rifle mod­els, that fire grenades. This skill includes the use of the Triax pump-weapons (i.e. TX-16) and the launcher of the Coalition's C-14 "Fire Breather." Bonuses: +1 to strike at levels 3, 7 and 11.
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W.P. Harpoon & Spear Gun:
Proficiency with the harpoon gun. The weapon can be used either with a plain pointed end (2D6 S.D.C. damage) or with an explosive head (4D6 M.D.). Bonuses: +1 to strike at levels 2, 4, 7, 10, and 15.
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W.P. Heavy Weapons:
Includes machine-guns, bazookas, rocket launchers, and mortars. Anything heavier is likely to fall under the Weapon Systems skill in the Pilot Related Skills category.
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W.P. Torpedo:
Maintenance and a keen understanding of a tor­pedo's speed, range, trajectory, and most effective use. Bonuses: +1 to strike at levels two, six and twelve. +1 to strike with a depth charge at level four.
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W.P. Energy Pistol:
Includes lasers and all types of energy firing small arms.
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W.P. Energy Rifle:
Includes all long-range energy firing rifles.
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W.P. Heavy Energy Weapons:
Includes plasma ejectors, rail guns, and similar high-tech, Mega-Damage weapons.
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W.P. Sharpshooting:
Sharpshooting is a combination of special ex­pertise and trick shooting with a particular type of weapon, typically re­volvers, pistols and energy pistols, but sometimes includes rifles. It was first developed by Gunfighters and quickly adopted by the Gunslingers and Lawmen of the New West. This skill can be developed by any of the Men at Arms O.C.C.s but is fairly uncommon among most, except for the Gunfighter, Sheriff and Gunslinger.
W.P. Sharpshooting must be selected for each weapon type or cate­gory of weapon (revolver, pistol, energy pistol, rifle, etc.) in which the Sharpshooting expertise is desired. This means if the character wants to be a specialist with revolvers, that's one Sharpshooting selection at the cost of two O.C.C. Related skill selections, plus the W.P. selection (sharpshooting can be applied to O.C.C. weapon skills, but not second­ary skills). If Sharpshooting is also desired for W.P. Energy Pistol, the skill must be selected again (at the cost of two O.C.C. Related skills). This process is repeated for each W.P. for which the added benefits of Sharpshooting is desired. Since each Sharpshooting selection costs the equivalent of two O.C.C. Related skill selections, even most Gunsling­ers and Gunfighters seldom have more than one or two Sharpshooting specialties - most Men at Arms don't have any.
Restrictions & Conditions: All bonuses and tricks are only possible
with W.P.s to which the Sharpshooting skill has been added. Thus, a character with Sharpshooting: Revolver does not get the Sharpshooting bonuses when firing an energy pistol.
The Sharpshooting skill can be added to all modem guns, from re­volvers (six-shooters) to energy rifles, but does not include W.P. Heavy and W.P. Heavy Energy Weapons; i.e. it cannot be applied to rail guns, rocket launchers, mini-missile launchers, bazookas, artillery weapons, vehicle or robot weapons, hand grenades, or explosives. Likewise, Sharpshooting cannot be applied to weapons that don't shoot, such as clubs, maces, knives, swords, axes, whips, or even spears, knives, bolas and other weapons that can be thrown.
The Sharpshooting skill can be combined with the W.P. Archery & Targeting skill, but is applicable only to the sling, crossbow, and bow and arrow. Only the Gunfighter, Sheriff and Gunslinger O.C.C.s automatically get a few Sharpshooting skills among their O.C.C. skills, but any additional selections cost them two O.C.C. Related skills like anybody else.This skill is never available to robots, master psionics, practitioners of magic, dragons, demons or any creatures of magic or supernatural beings. Juicers, Crazies, and 'Borgs are limited to only one Sharp­shooting skill. Characters cannot trade in Secondary Skills for the Sharpshooting skill.
W.P. Sharpshooting Bonuses: All bonuses are in addition to the conventional W.P. bonuses.
The Sharpshooter's "Aimed" Shot (applicable to both the single shot and the aimed burst shot): +1 to strike with a P.P. 20 and for every additional five P.P. points above 20, but the bonuses are only applica­ble when the appropriate type of weapon is used. Aimed shots only. No bonuses for shooting wild.
The Sharpshooter's "Called" Shot: The Sharpshooter's "aimed" shot bonuses are NOT applicable when using this special "Called Shot." Instead the sharpshooter uses the following superior bonuses: +1 to strike with a P.P. 18 and for every additional three (3) P.P. points above 18, but the bonuses are only applicable when the appropriate type of weapon is used and this special called shot counts as two melee attacks/actions. Aimed shots only.
Quick Draw: +1 to initiative at a P.P. 18 and for every additional four (4) P.P., in addition to other initiative bonuses.
The Bonus Attack: +I melee attack when using that specific weapon for the entire melee round.
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Trick Shooting:
Most Men at Arms can pick one of the following tricks (or roll 1D6 for random determination), but the Gunfighter, Sheriff and Gunslinger O.C.C.s get ALL six!
1. Can fire a traditional two-handed weapon, like a rifle, one-handed without penalty (normally the shooter loses all strike bonuses).
2. Can shoot over his shoulder by holding up a mirror and using the reflection to aim. Reduce the bonus to strike by half, unless a Gun­slinger or Gunfighter who keeps full bonuses to strike.
3. Accurately shoot while riding a horse or a moving vehicle (nor­mally a wild shot), but strike bonuses are half and a "called" shot is im­possible (-8 to strike and strike bonuses do not apply).
4. Shoot accurately while standing on head or hanging upside down; all bonuses applicable at full.
5. Dodge, roll or somersault and come up shooting (normally a wild shot); no bonuses or penalties to strike; straight roll of the dice.
6. Ricochet shot! The shooter can bounce bullets, arrows, slings, and other fired projectiles (depending on the specific W.P.) off of one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/second target! Inflicts only one point of damage to the first surface and full damage to the second. Re­duce bonuses to strike by half.
This can also be done with laser weapons but the ricocheting surface must be mirrored or highly polished. Glitter Boys are excellent reflec­tive surfaces for performing a ricochet laser shot. Particle beams, ion blasters, rail guns, mini-missiles and other types of weapons cannot be used.
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