Weapons in Combat

Weapons have been used ever since man learned that stone can effectively knock someone's skull open. They have been a huge part of history; from aztecs using atlatls to conquer nations to german soldiers using swiss daggers in hand to hand combat. That is why weapons are a necessity in any game about history. Different weapons cause different damage, which can make the difference between slicing a man in half and breaking anothers spine. Brendan and Leon, I'm sorry for the gruesome image that is currently in your head. let's go over the basics of weapons.

Base Damage:
This is the damage rating of a weapon. It detrmines how much damage is done to an enemy. This can be changed in a number of ways; poisoning, elementing, add ons, and strength bonuses to name a few. This rating can range anywhere from 5-200.

Accuracy:
This affects the amount of damage done. Accuracy for a weapon is how accurate it is. Accuracy can be modified with spell bonuses, training, and add-ons, to name a few. The accuracy rating can range anywhere from 1-100. The way accuracy works is that I roll 2 ten sided dice (One with numbers like 10, 20, 20, 40 on it, the other with 1,2,3,4 on it). If this number is lower than the accuracy that the weapon has, the base damage is lowered. If the accuracy is 10 away, the damage is divided by 1.2. If it is 20 away, it is divided by 1.4. If it is 30 away, it is divide by 1.6, and so on. The lowest you can divide it by is 2.0. Accuracy is rolled at the beginning of every battle.

Critical Chance
Critical chance is the short term for chance of having a critical hit. This is how likely it is to score a critical hit in the game. Critical hits usually do twice as much damage as regular hits, but this can vary. The critical chance is displayed as a percentage. You roll 2 10 sided die to determine whether or not you got a critical hit. The higher the percentage, the higher the chance. Critical hits on weapon pages are displayed as so: (ex) 10%\ x2. The first number is the percentage you must roll, and the second is the amount of damage is done if a critical hit is scored. Critical hits can be modified with add-ons, elementing, and poisoning, to name a few.

Weapon Variation
There are many different kinds of weapons. Each has their own advantages and disadvantages. These are based on real world things, so don't give me bs about making things up. For example, If there's a heavy piece of metal on a long pole, the accuracy is going to be lower than if there is a quick short sword. So keep those critic mouths shut. Especially you Blaise.

Swords
Swords are probably one of the most versatile of weapons. They tend to have medium damage, accuracy, and critical chance, with a few exceptions, such as the huge longsword.

Dagger
Daggers are characterized by their short blades and concealability. They are useful as a hand to hand combat weapon, and do not weigh much. Daggers tend to have low damage, medium accuracy and medium critical chance.

Axe
Axes are long, heavy weapons that can deal huge amounts of damage. They have high damage and critical chance, but low accuracy.

Hammer
Hammer are heavy, crud eweapons that deal damage through blunt trauma. They are distinguished from clubs because clubs use all parts of there body, while hammers use a centralized point. Hammers have high damage, low accuracy, and medium critical chance. Because of their durable handle, they have a +2 armor bonus. All bonuses are lost in duel-wielding.

Club
Clubs deal damage throughblunt trauma. They ususally have medium to low damage and critical chance, but high accuracy.

Pole Weapons
Pole weapons, like the naginata, are blades or hammers on large poles. They typically cause a lot of damage, a lot of accuracy, and high critical chance.

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Spears are throwing weapons that are designed to inflict maximum momentus damage when thrown. They are not as accurate as bows or throwing knives, but they do the most damage and have the highest critical chance of the non-gunpowder projectiles. Spears where one of the first weapons ever made.=====

Bow
Bows are any object that shoots a projectile using a string or other propulsion device. They have very high range. Bows usually do high damage, have medium accuracy, and have high critical chance. Bows are very advanced for their time; that means they usually cost the most.

Special
Special weapons are not unlocked through research; they are instead earned with ''pre-requisites. ''Pre-requisites are things that are needed to get a certain object. For example, to get a Katana, you need Diplomacy: Imperial Lv. 5, Armory Lv. 10, and Swordsmanship Lv. 10. The different valuse (dmg, acc, crit) are variable as there are many kinds of different special weapons (Hammers, Axes, Swords, Daggers, the works).

Unlocking and Buying Weapons
All weapons must be unlcoked before you buy them. All but the special weapons can be unlocked through research, a process in which a small amount of money is payed and the payer waits a 3 day period to unlock the weapon. The time it takes to unlock a weapon can be decreased if yuo have the skill Weapons Knowledge. For every level of Weapons Knowledge, 1 day is knocked off of the 4 day period. To buy weapons, you must have an armory. The higher the level of the armory, the less gold it takes to buy weapons. Different weapons cost different amounts to unlock. Swords cost 100, Daggers cost 50, Axes cost 115, Hammers cost 75, Clubs cost 25, Spears cost 40, Pole Weapons cost 150, and Bows cost 125. Special Weapons are not unlocked, but instead earned. Some are eanred with experience, and others are earned with certain skill levels. After unlocking a weapon, you may buy it. Weapon costs typically vary greatly. Bows, special weapons, and pole weapons tend to cost the most. Swords, axes, and hammers costs are average, and daggers and clubs cost the least.

Assigning Weapons
Assigning weapons is easy. All you have to do is pick a number out of your army and assign a certain amount of weapons to them. All your soldiers are automatically assigned with your starting weapon (which is your choice: either club, sword, or axe). You must pay for each weapon that you assign individually. Say a weapon costs 5 gold, and your assigning this weapon to 100 people. That means you must pay 500 gold.

Creating a Warrior Class
You may wish to create a warrior class to use as a template. This will be recorded, and makes it easier to assign weapons and armor. For example, say you wanted to have a class called Spartan with a xiphos, a bronze aspis, bronze armor and leggings. You could save that, and then make a certain amount of troops "Spartans".

Combat
When you decide to attack a person, you send your soldiers to there position to start a battle. The battle basically goes like this: I roll your 2 dice for critical chance and accuracy. I modify the damage, and multiply the damage by the number of soldiers. I then divid ethat number by 2 (Just to get a smaller, easier to work with number) That damage is subtracted from the other teams armor. If the armor goes below 0, the amount below is the amount of damage done. Then the number of troops is subtracted accordingly. All humans have a health of 3 to start. This can be changed with training, strength bonuses, spells, and such. So anything with a damage rating higher than 3 can kill an unarmored human. Example: Army A, of 100 soldiers, decides to fight Army B, who has 150. They both have xyphos, which cause 5 damage. I roll a 50, meaning that no accuracy modifier is used. I roll a 20, meaning that the critical chance fails. So the overall damage rating for Army A is 250 (100x5/2=250), and for Army B is 350. Army A gets an automatic 100 armor, because of the swords, while Army B has 150 armor. When they battle, Army A loses all soldiers, and army B loses 100 soldiers, bringing the army down to 50. It's ok if this is confusing, I'll be doing all of this. All you have to do is fight :)

Add-ons, Elementing, Poisoning, and the works
This section describes adding on, or increasing the damage, accuracy, or critical chance. A lot of this sis chemical warfare.

Upgrades
Upgrades enhance the weapon that it is assigned to. They are special features that are added to a weapon to increase damage, accuracy, or critical chance. Different weapons have different upgrades, for example, the katana has an upgrade to dual-wield. Most upgrades need pre-requisites to earn.

Elemental Upgrade
Elemental Upgrades are enhancers that can be applied to weapons after a regular upgrade is applied. They invlolve special powers; usually elemental ones, like fire, ground, water, wind, and storms. They alos require pre-requisites before they are able to be applied. Each weapon has it's own elemental upgrade.

Poisoning
Different poiosns cause more damage, increase critical chance, and do damage over time. To purchase them, you must first buy a chemical study. Different poisons inlcude hemlock, demons spit, devils breath, dragon tear, and hippo sweat. Depending on the poison, it usually only lasts for 1-2 days. 1 beaker of poison will poison 50 weapons, 1 bottle will poison 100, 1 jug will poison 200, 1 mug will poison 300, 1 liter will poison 500, and one barrel will poison 1000.

Potions
Potions aren't for the weapon, but for the user. Not all are for weapon advancements, but a few, such as Tiger's Eye, Demon's Horn, and Behemoth's Muscle affect combat.

The End
Hope that was informative.