Weapons

Contents


Weapons in TableTop


In TT there are 3 weapon categories:

  • melee weapons 
  • ranged weapons
  • artillery weapons

Melee weapons

Melee weapons are used in close combat and can provide benefits and penalties.

If model has more than one melee weapon, it must choose which one to use at the start of each combat round. All models in unit must choose the same melee weapon (except unit Leaders)

Melee weapons in DO

All units in DO can have only one default weapon which can not be changed by the player. Player may change only magic weapon of unit's leader (and his other magical equipment). This can be done between battles or during battles by dropping/picking up magic weapon.

Comparing to TT, DO lacks following types of weapon:

  • Spear
  • Lance
  • 2 paired 1-handed weapons

The rest melee weapons that are present in DO work in the same way except Flail that gives permanent +2 to s and Great weapon which does not modifies unit ini (according to in-game test)

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1-handed weapon / BasicHand weapon

By default, all models are armed with a 1-handed weapon at any time. 1-handed weapon does not provide any benefit or penalty but can be paired with shield (+1 to Armor rating) or with another 1-handed weapon (+1 to attack per round). A model may carry 1-handed weapon with another type of weapon, e.g. a spear or flail, etc. In this case model will always use spear until it is lost. 1-handed weapon can not be lost.

In 8th TT edition 1h + shield on top of  +1 to AR also gives Parry ability. Parry gives a chance to make a warding save on a roll of 6 against hits delivered by enemies in model's forward arc only.

In case if a model is a monster or animal who can't use weapons, 1-handed weapon is considered as a claws or tusks and obviously can not be paired with shield or another weapon. Monster may still have as many attacks as indicated in his characteristics profile. 

Flail

Requires 2 hands to use and modifies wielder s for +2 in the first combat round only (no matter who charged).  

In 9th TT edition flail modifies wilder s permanently but every attack at him will have +1 to hit.

Great weapon / TwoHanded weapon

Requires 2 hands to use and permanently modifies wielder s for +2 and ini to 0. 

Twohanded 4thE vs 8thE

In 4thE if both units have 2handed weapon they strike in their initiative order and if their initiative is equal they have to make a D6 roll to determine who strikes first.
In 8thE this was simplified and both units with 2handed weapon strike simultaneously regardless their initiative.

For DOR it was decided to go with 8thE TT rules

Halberd / Polearm

Requires 2 hands to use and permanently modifies wielder s for +1.

Lance

Charging model with Lance gains +2 to s in the first combat round. After charge model switches Lance to 1h weapon. Can be used only by mounted model.

Spear

Infantry armed with spears may fight with extra rank of models which is behind the first rank. If infantry with spears charges extra rank rule does not apply in the first round of combat.

Ranged weapons

All ranged weapons have 2 parameters: Range and Strength.

Range is an effective distance to shoot and inflict casualties to an enemy. There is no minimum range limit, but only maximum.

Strength is basically a potency to overcome target's toughness and/or armor

Ranged weapons in DO

In addition to Range and Strength, all DO range weapons also have base reload time parameter.  

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NameRangeStrengthBase Reload time
Bow??330
Short Bow??330
Elven Bow??319
CrossBow??430
Cannon??1050

Artillery weapons

are powerful war-machines that, in comparison with handheld ranged weapons, usually has enormous range, more than one wound per projectile and area of effect damage. For instance, cannon has D4 wounds random damage.


Weapons in 4th edition