Re: supply?
Weapons --
attack: with wielder attack skill, compared against defender's defense. Affects probability of hit.
damage: with wielder strength (not always; exceptions generally state so), compared against defender's protection (halved for armor-piercing, none for armor-negating), IF hit is scored; positive difference incl. die rolls reduces hp.
defence: some weapons are better when used for parrying than others. Affects attacker's defence. Some weapons are very bad at this.
length: Defenders with longer weapons can attempt to repel attackers with shorter weapons.
no. attacks: some weapons may be used more than once per action, e.g. flails.
precision: only for missile weapons. Along with firer's precision, affects hit probability.
ammo: only for missile weapons. 12 salvos for most bows, IIRC, 7 for Bow of War (but BoW fires 13 arrows a 'shot'...).
cost: different weapons have different resource costs. Folded into unit cost.
Flails ignore the defence bonus of shields, crossbows are armor-piercing (half-off), lightning weapons are armor-negating (yowch!).
Lances may only be used once per battle, but typically do a large 22 pts (ignores attacker's strength).
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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