| Name |
Weight |
Value(gp) |
Worn |
Magic |
Category |
Description |
| Sword, Bastard |
10 |
25 |
On Hand |
n |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Broad |
7.5 |
10 |
On Hand |
n |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Falchion |
7 |
10 |
On Hand |
n |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Khopesh |
7.5 |
10 |
On Hand |
n |
Weapon |
(Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.
A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).
Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.
|
| Sword, Long |
6 |
15 |
On Hand |
n |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Short |
3.5 |
8 |
On Hand |
n |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Two-Handed |
25 |
30 |
On Hand |
n |
Weapon |
(Base dmg 1d10/3d6) |
|