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WEAPONRY 1-0 Pages

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chloezinha1608
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ADDITIONAL COMBAT RULES,

WEAPONS & WEAPON TRAITS FOR DURF


1
ADDITIONAL COMBAT & WEAPON RULES
This additional combat and weapon module provides a simple framework for
running more deliberate and strategic combat scenarios in DURF.

The first part of the module, Arena Combat, presents rules for running combat
using a basic battle arena or zone system. These rules may suit those who
like to use a more tangible board game or battle map style of play, but without
worrying too much about complex grid systems.

Options have been also added to promote player mobility by Surrounding


opponents to apply Pressure, and to increase combat survivability with new
rules for PCs and opponents becoming Knocked-Down before dying, and
being helped or Revived.

The second part of the module, Equipment Expanded, presents an expanded


weapons and equipment table including rules for new Equipment Traits and
Levels, giving players more specific gameplay options when choosing a
weapon and how it can be used in combat, modified, and upgraded.

PCs with higher STR or DEX can wield more powerful melee or ranged
weapons, and players can set goals around finding or building the perfect
weapon for their character or party composition.

Used together or separately, these additional rules can help GMs and players
place a greater emphasis on combat scenarios in their games.

2
ARENA COMBAT
COMBAT ZONES
When engaged in combat, the combat arena is divided into Zones. The arena
can be as simple as an area of an open field with each zone representing an
area of land with obstacles, or as complex as the interior of a building, with
each zone representing a different room or platform.

The combat arena may have any number of zones, and the number of zones
available may depend on the specific combat encounter. However, 3-5 zones
allows for a good variety of close and ranged combat options.

The distance between each zone is referred to as Range, with the distance
from Zone 1 to Zone 2 having a Range of 1, and from Zone 3 to Zone 5 having
a Range of 2.

Generally, close combat actions between an attacker and a defender will take
place within the same Zone (Range 0), while ranged combat actions will occur
when attacking a creature occupying a different zone (Range 1+)

At the beginning of combat, players may decide their character’s positions


within the combat arena. If the party has been surprised, character positions
may be determined by the GM.
3
MOVEMENT
On a player’s turn, they may use their movement to move their character
forward or back 1 zone, or to reposition within their current zone. Optionally, a
player may decide to move twice instead of using a combat action.

Making more than two movements in a single turn requires the player to Push
their character, causing them to take a Stress.

COMBAT
Regular combat rules are played as written in DURF, but with the following
additions.

CLOSE COMBAT
Characters engaging in close combat must attack opponents within the same
zone.

For example, a PC in Zone 1 can make a close combat melee attack


against an NPC also in Zone 1. However, if they wanted to attack an NPC
in a Zone 2 or Zone 3, they would have to either move into that specific
zone or make a ranged attack.

RANGED COMBAT
Characters engaging in ranged combat must attack opponents outside their
current zone, up to a distance determined by their equipped ranged weapon.

For example, a PC in Zone 1 can make a ranged combat attack with a


Shortbow (Range 2) against an NPC in Zone 2 or or Zone 3. However, if
they wanted to attack an NPC in Zone 4, they would have to move forward
by one zone, or use a longer ranged weapon (see Weapon Ranges)

Attempting a ranged attack on a target within the same combat zone will
cause the character to suffer a Break on the roll.

4
PRESSURE
If a group of creatures become Surrounded during combat, they will be put
under Pressure.

Creatures become Surrounded when there are a greater number of opponents


occupying the Zones on both sides of the creatures than there are fighting in
the creatures’ party. Creatures can also become surrounded by being backed
up against a wall, or in a room with a blocked exit. Ultimately, the conditions
of either party being surrounded is at the GM’s discretion.

For example, in the below map, the player’s party of 3 (Os) is Surrounded
as there are 3 NPC creatures (Xs) in the Zones on both side of the party.
This applies Pressure to the party.

However, the players are able to relieve the Pressure by moving one PC
into close combat with the opponent in Zone 1, breaking the surrounding
formation.

5
When PCs are under Pressure, they suffer a Break on all defending rolls.

When NPCs are under Pressure, they are forced to make a Morale roll.
Additionally, all attacks made against them are granted Buffs.

Managing Pressure, either by attempting to Surround opponents, or avoiding


being Surrounded by opponents, encourages players to stay mobile during
combat.

RETREAT
If a creature breaks away from close combat, the nearest enemy they are
engaged with is allowed to take a swing at them. Treat this as a close combat
attack, but instead of STR the creature retreating makes a DEX roll and does
not deal combat damage if they win. (See DURF Expanded.)

KNOCK-DOWNS AND REVIVES


To increase survivability options during combat, the below alternative
Knock-Down, Revive, and Death rules may be used.

These rules apply primarily to PCs, however, they can be applied to selected
NPCs or opposing creatures if they have the capability or willingness to assist
each other during combat This can also be used to make some battles or
opponents more difficult to defeat.
6
KNOCK-DOWNS
If a creature receives Wounds and fails their Hit Dice roll, they take 1 Stress
and become Knocked-Down instead of dying immediately. A knocked-down
creature cannot move or act until they are assisted or healed during or after
combat.

Any close combat attacks made against a knocked-down creature


automatically hit and deal double damage.

REVIVES
A Knocked-Down creature can subsequently be Revived by a member of their
party. To perform a revive, the creature must be within the same zone, and
spend their action to use a healing item or spell such as:

• Bandages (Supply) - revive but heals no Wounds

• Medicine Kit (Non-Supply) - revive and heals 3 Wounds

• Tonic of Health (or other similar healing potion) - revive and heals 6
Wounds

• Any healing spell (such as Healing Hand) - revive and heals Wounds
according to the spell. Healing spells may be used at range when applicable.

Once a character has been revived, they are able to move and act as normal,
however, they keep their accumulated total of unhealed Wounds.

If a PC has been knocked-down and the players have no Supply, healing items,
or spells available to assist them, then the party must guard the character
while they recover for 1 Watch until they are able to proceed.

DEATH
If a creature receives or accumulates more Wounds than their Hit Dice
Total then the creature dies. A creature’s Hit Dice Total is the highest result
available for the creatures HD. (eg. a creature with 2 HD would have a Hit Dice
Total of 12)

7
EQUIPMENT EXPANDED
X, THE (NON-)MAGIC NUMBER
Similarly to the spellcasting rules introduced in Wizardry! some weapon traits
contain an ‘X’ in their description. Swap this out for half the character’s STR
or DEX rounded up (up to a maximum of the weapon’s base damage) when
using a melee or ranged weapon respectively.

EQUIPMENT TRAITS
To promote gameplay differences between equipment and create more
specific tactical combat situations, equipment may receive one or more
Traits. These traits affect the functionality of the equipment, or the PC using
it. Generally, Traits are applied to weapons, but can also optionally be applied
to armour, shields, and other items where it makes sense.

8
STANDARD TRAITS
• Balanced - Due to a its fine craftsmanship or familiarity, a weapon with the
Balanced trait grants a creature X bonus to their attack roll.

• Light - Wielding a Light weapon allows a creature to perform a Feint Attack


for X damage, and then gain an immediate free movement without taking
any Retreat penalties. This can also be performed after winning the opposed
roll when defending from an incoming attack. A Feint Attack cannot be
performed if the PC is using or wearing any Heavy equipment.

• Heavy - Due to their large or intimidating presence, creatures wielding a


weapon with the Heavy trait adds X bonus to their defence roll. However,
due to the weight of the weapon, moving before making a weapon attack
will cause the PC to suffer a Break. If the creature has already attempted
an attack on a turn before deciding to move, they will not be able to move
without taking a Stress.

• Fierce - A sharpened blade or spiked surface causes a weapon with the


Fierce trait to allow a creature to deal X amount of its damage as direct
damage, bypassing armour and inflicting Wounds.

• Long - Due to their length and capability to attack while keeping a distance,
Weapons with the Long trait are able to make a ranged Poke Attack on
opponents in an adjacent zone, dealing X damage. This attack works
similarly to a regular Ranged Attack, except the attacker uses STR, while the
defender uses DEX to dodge. If the defender wins they dodge the attack, but
do not deal damage to the attacker.

• Two-Handed - Weapons with the Two-Handed trait require two hands to


hold and operate. Melee Two-Handed weapons are able to perform a
Multi Attack to attempt to attack up to X number of opponents with a single
attack within Close Combat range, dealing X damage to each opponent.
Attacking multiple opponents will prompt an opposed defensive roll from
each opponent, however, all offensive damage will be applied before any
defensive damage.

• Versatile - Weapons with the Versatile trait can be optionally wielded in


two hands to deal +1 base damage. Versatile weapons held in two hands
do not receive the Two-Handed trait.
9
• Loud - Weapons with the Loud trait are extremely noisy and will attract a
lot of attention when used.

• Reload - Weapons with the Reload trait require the user to spend one round
reloading before they can be used to attack again.

• Ammo - Weapons with the Ammo trait require the character to have ammo
available in their inventory to use.

RARE TRAITS
• Magical - Magical weapons and armor usually note a bonus (for example
a magical +1 sword). When wielding a magic weapon the bonus is applied
the weapon’s damage. When wearing magic armor the bonus is added to the
wearer’s total Armor. (See DURF / DURF Expanded.)

• Silver - Silver weapons and ammunition can be used to deal damage to


creatures normally only affected by spells or magical weapons. A silver
weapon or a set of silver Ammo costs ten times as much as its mundane
counterpart. If it becomes worn, it is destroyed instead. (See DURF
Expanded.)

• Mighty - Using equipment with the Mighty property increases the


character’s STR by 1.

• Nimble - Using equipment with the Nimble property increases the


character’s DEX by 1.

• Potent - Using equipment with the Potent


property increases the character’s WIL by 1.

10
WEAPON LEVELS
Weapons are divided into Levels which represent their quality or difficulty to
wield.

A PC can only competently use a weapon if their X value is at least equal to


the weapon’s level.

For example, a PC with a STR of 3 and a DEX of 2 is only able to


competently wield Level 2 melee weapons and Level 1 ranged weapons.

If a PC attempts to use a weapon which they do not have the required STR or
DEX for, they suffer 2 Breaks for each attack.

WEAPON RANGE
A weapon’s Range number represents the distance at which an attack can be
made on an opponent within line of sight. Weapons without Range must be
used in close combat (unless Long), while weapons with a Range of 1 to 4
may attack opponents within 1 to 4 Zones respectively.

For example, a creature in the Zone 1 wielding a Shortbow with a Range


of 2 may attack opponents up to 2 Zones away, while another creature in
Zone 5 wielding a Longbow with a Range of 4, may attack opponents up to
4 Zones away.

If you are using the the expanded weapons list below but without using
the additional zone combat rules, simply convert weapon ranges in to
approximate distances, such as Close (Range 0), Near (Range 1-2), Far
(Range 3-4), and Distant (Range 5+)

TRAITLESS WEAPONS
Unremarkable weapons may not have any traits present, or they may have
their traits removed by the GM if they are poorly made, worn, or modified. For
example, a dagger wielded by a goblin may not possess the Fierce trait due to
poor quality, while a dagger purchased from a blacksmith would.

11
DUAL WIELDING
IDENTICAL WEAPONS
When a PC is wielding two identical One-Handed or Versatile weapons at
once, then the attack is considered to be Two-Handed, and the character is
able to perform a Multi Attack. Any other traits of the equipped weapons
apply as normal.

DIFFERENT WEAPONS
If wielding two different weapons, the attack does not receive the Two-
Handed trait. However, players may choose which weapon to attack with, and
which weapon’s damage and trait bonuses to apply each turn.

For example, a player dual wielding a Flamberge and a Whip could choose
to attack in close combat with the Flamberge to apply Fierce damage, or
make a ranged attack with the Whip using the Long trait.

When defending while wielding two different weapons, the creature makes an
opposed attack with the weapon with the highest damage.

If one of the dual wielded weapons is Heavy, then


heavy weapon trait movement penalties and
defence buffs apply as normal.

12
WEAPON UPGRADES AND MODIFICATION
Weapons may be upgraded or modified to increase their Level, and optionally
add +1 to their damage dealt or add or remove a standard trait. Modifications
may be done by a qualified blacksmith or similar weapon expert for a cost
of 200x the Level the weapon is being upgraded to. Weapons cannot be
upgraded beyond Level 5.

For example, a Level 1 Staff could be upgraded to Level 2 and either have
it’s damage increased from 2 to 3, or be modified with spikes to receive the
Fierce trait. Either of these actions would cost 400GP.

Modifying a weapon or equipment with a Rare trait can only be done by


specialised merchants or experts, typically as a reward or achievement, or at
a high cost determined by the GM.

CREATING NEW CHARACTERS


When creating a new player character using the Equipment Expanded rules,
instead of receiving a Dagger, each PC rolls a D3 to determine if they start
with a Short Sword, Club, or Hand Axe or they may choose one of those
three. They may then purchase extra weapons and equipment with their
starting gold as normal.

13
WEAPONS & ARMOR
The following pages contain tables with close and ranged combat weapons
divided by Level and includes suggested Traits, Damage, Range, Slots,
and Price. Additionally, there is an Armor table with some equipment with
suggested bonus properies.

Note that enemy creature HD and/or Armor may have to be increased in your
games to accommodate the extra damage and advantages granted by the
expanded weapons table.

Design note: Since PC attributes only go up to 8, it is normally impossible


for PCs to wield Level 5 weapons.. Finding a way to circumvent this limit
through magical items or other means can be a fun goal for a longer DURF
campaign. (See DURF Expanded.)

14
CLOSE COMBAT WEAPONS
Lv. Weapon Dmg Traits Slots GP

0 Unarmed 2 Light 0 -

1 Short Sword, Club, Hand Axe 3 1 4

1 Staff 2 Balanced, Versatile 1 4

1 Dagger, Sickle 1 Light, Fierce 1 20

1 Whip, Chain 2 Long 1 8

1 Pitchfork 3 Two-Handed 1 8

1 Hammer 4 Heavy 1 8

2 Longsword 3 Versatile 2 20

2 Rapier, Falchion, Scimitar 3 Light 2 40

2 Estoc, Saw Blade 3 Two-Handed, Fierce 2 40

2 Spear, Trident 3 Long, Versatile 2 40

2 Glaive 4 Two-Handed 2 40

2 Mace, Axe, Cleaver 4 Heavy, Versatile 2 20

3 Bastard Sword 4 Balanced, Versatile 2 150

3 Quarterstaff 4 Two-Handed, Balanced, Light 2 150

3 Claws, Cestus, Sai 4 Two-Handed, Light, Fierce 2 200

3 Greatsword, Maul, Battle Axe 5 Two-Handed, Balanced 3 150

3 Flail, Morningstar, Spiked Club 5 Heavy, Fierce 3 200

3 Halberd, Lucerne 5 Two-Handed, Heavy, Long 3 200

4 Gilded Straight Sword 5 Balanced 2 350

4 Katana, Flamberge 5 Versatile, Fierce 3 350

4 Misericorde, Wakizashi, Kukri 3 Balanced, Light, Fierce 1 300

4 Twinblade 6 Two-Handed, Light 2 350

4 Partisan, Naginata 6 Two-Handed, Long 3 300

4 Warhammer, Zweihander, Scythe 6 Two-Handed, Heavy, Fierce 4 300

5 Ultra Greatsword 10 Two-Handed, Heavy, Fierce, Loud 5 1000

15
RANGED COMBAT WEAPONS
Lv. Weapon Dmg Range Traits Slots GP

1 Blowdart, Dart, Sling 2 2 No Ammo 1 2

1 Javelin, Kunai (x3) 3 2 1 10

1 Shortbow 2 2 Ammo, Two-Handed 2 35

2 Reflex Bow 3 1 Ammo, Two-Handed, Light 2 100

2 Crossbow 4 2 Ammo, Two-Handed, Heavy 3 50

2 Pistol 5 2 Ammo, Reload, Loud 2 150

3 Longbow 5 4 Ammo, Two-Handed, Reload, Balanced 3 250

3 Hand Crossbow 2 1 Ammo, Light 1 250

3 Scattergun 5 1 Ammo, Reload, Fierce, Loud 3 350

4 Composite Bow 4 2 Ammo, Two-Handed, Balanced 2 250

4 Rifle 5 4 Ammo, Two-Handed, Reload, Loud, Balanced 4 350

4 Arbalest 6 2 Ammo, Two-Handed, Reload, Heavy, Fierce 4 350

5 Plasma Gun 8 2 Two-Handed, Heavy, Fierce, Loud 5 1000

16
ARMOR & SHIELDS
Equipment Armor Traits / Properties Slots GP

Worn alone or over Light or Medium Armor. Grants a Buff


Cloak 1 1 50
when hiding or sneaking.

Worn Armor 1 Repair to create Light, Medium, or Heavy Armor. 2 20

Can be created in 1 Watch using Supply and relevant


Improvised Armor 1 1 10
available materials. Cannot be repaired.

Light Armor 3 1 20

Medium Armor 5 2 50

Heavy Armor 7 3 200

Shield 1 1 10

Buckler 1 +1 to close combat defence roll. 1 100

Spiked Shield 1 Deals 1 damage to attacker in close combat. 1 100

Tower Shield 2 2 150

Note that Shields reduce incoming damage by the amount in the Armor
column, rather than providing extra Armor points.

17
EXAMPLE BUILDS
As an alternative, or in addition to, using Archetypes with DURF, the rules and
traits added here in Weaponry! allow players to craft specific builds around
their combat playstyles.

Below are some sample builds separated by PC HD to work towards when


creating characters and searching for equipment. These HD stats are based
on a starting stats of STR 2, DEX 2, WIL 2.

HD 2
SCOUT - STR 3, DEX 2 ROGUE - STR 2, DEX 3
Equipment Slots Equipment Slots

Spear 2 Dagger 1

Short Bow 2 Reflex Bow 2

Shield 1 Cloak 1

BERZERKER - STR 3, DEX 2 MILITIA - STR 2, DEX 3


Equipment Slots Equipment Slots

Cleaver x2 4 Hammer 1

Whip 1 Crossbow 3

Light Armor 1 Medium Armor 2

HD 3
PIRATE - STR 3, DEX 3 RANGER - STR 2, DEX 4
Equipment Slots Equipment Slots

Scimitar 2 Composite Bow 2

Pistol 2 Staff 1

Buckler 1 Cloak 1

Light Armor 1 Medium Armor 2

18
HD 4
KNIGHT - STR 5, DEX 2 HUNTER - STR 2, DEX 5
Equipment Slots Equipment Slots

Bastard Sword 2 Scattergun 3

Shield 1 Whip 1

Heavy Armor 3 Light Armor 1

HD 5
BLACKGUARD - STR 5, DEX 3 REAVER - STR 5, DEX 3
Equipment Slots Equipment Slots

Morningstar 3 Cestus 2

Chain 1 Pistol 2

Spiked Shield 1 Dagger 1

Heavy Armor 3 Medium Armor 2

HD 6
RONIN - STR 7, DEX 3 SHARPSHOOTER - STR 3, DEX 7
Equipment Slots Equipment Slots

Katana 3 Rifle 4

Wakizashi 1 Dagger 1

Kunai 1 Cloak 1

Medium Armor 2 Light Armor 1

HD 7 HD 8
WARLORD - STR 8, DEX 3 ASSASSIN - STR 7, DEX 5
Equipment Slots Equipment Slots

Zweihander 4 Misericorde 1

Axe x2 4 Hand Crossbow 1

Medium Armor 2 Cloak 1

19
v 1.0 - November 2023

Made for DURF Jam 2023

Written by William Hackworth (Fruitality)

Based on DURF (and DURF Expanded) by Emiel Boven

Cover art and zone diagrams by William Hackworth

All other art by Emiel Boven

In keeping with the tradition of DURF, this expansion is made to be hacked,


pulled apart and built on top of. All text and art in this falls under Creative
Commons BY 4.0.

20

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