Each character class entry includes a list of favoured weapons. @FIGHTER (Hyperborea), fighter subclasses ( @BARBARIAN (Fighter), @BERSERKER (Fighter)*, @CATAPHRACT (Fighter), @PALADIN (Fighter), @RANGER (Fighter), @WARLOCK (Fighter)), and @BARD/SKALD (Thief) (a thief subclass) may take up any weapon and wield it with adequate confidence and proficiency. This adaptability stems from training in a variety of weapon combat styles. Other classes have a more limited favoured weapons list. This is not to say that members of such a character class are barred from the use of any particular weapon; rather, they are familiar with a selection of weapons that may expand over time, should a player elect to develop additional weapon skills. In short, nothing precludes a magician from skilfully wielding a long sword. If, however, a newly acquired weapon is used without adequate practice and training, the wielder is at a disadvantage (Attack rolls are rolled at DISADVANTAGE with no PB being added to the roll).
* Berserkers can indeed wield any weapon, but in general are opposed to the use of non-melee weapons.
As noted, each character class begins play with a selection of favoured weapon skills. These are the weapons with which he is generally familiar and which he is able to use with proficiency. New weapon skills may be added at 4th, 8th, and 12th levels. Learning a new weapon skill is dependent upon training and practice. A player can delay the development of a new weapon skill (or Franz might impose a delay) if proper practice and training is not possible. Classes whose favoured weapons are “Any” need not concern themselves with the addition of new weapon skills, unless they are exposed to weird or alien weapons outside the human experience.
Fighters and some of their subclasses are eligible for weapon mastery. The fighter and cataphract begin play with two specialized weapons, whilst other fighter subclasses begin play with one specialized weapon. Weapon mastery is specific to an individual weapon type. For example, mastery of the battle axe does not imply that one is also a master hand axe wielder. Likewise, mastery of a short bow does not imply mastery of a composite short bow, and so on. Weapon mastery is conditional upon level training. Eligibility for additional weapon specializations occurs at 4th, 8th, and 12th levels (unless the player elects to delay such training). Mastery requires an intense regimen and must be accomplished under the tutelage* of one who has already mastered the weapon, and by personal training*, war, battle, and adventure.
The following benefits are associated with weapon mastery:
+1 “to hit” bonus
+1 damage bonus
Increased attack rate (see LORE, WEAPON ATTACK RATES below)
Bow and crossbow masters gain an additional +1 “to hit” bonus at point blank range (for +2 total).
Bow point blank range = 6–30 feet
Crossbow point blank range = 6–50 feet
* See TRAINING IN LORE.
@FIGHTER (Hyperborea) (only) may opt to forgo one of their additional weapon masteries at 4th, 8th, or 12th level in favour of further training with a single, previously mastered weapon. These grand masters receive an additional +1 “to hit” bonus and +1 damage bonus with the specified weapon. Their attack rates remain as reflected; thus, a 4th-level fighter with grand mastery of the longbow would attack twice per round at +2 “to hit” and +2 damage (or +3 “to hit” and +2 damage at point blank range).
Unless a character possesses weapon mastery (fighter types only), he employs melee weapons at an attack rate of 1/1 (one attack per combat round). Several missile weapons, however, enjoy a superior rate of fire (ROF), even in the hands of non-fighters; this ROF, however, is reduced if a combatant elects to move and fire. Melee attack rate is independent of missile rate of fire; e.g., a thief can hurl daggers at a rate of 3/2 (three every two rounds), but once melee is engaged, he attacks once per round. The following table displays the base melee attack rate and missile rate of fire (for both skilled and unskilled users) and the improved attack rate for weapon masters.
¬ 1/2 = one attack every two rounds ¬ 1/1 = one attack per round ¬ 3/2 = one attack first round, two attacks the next round ¬ 2/1 = two attacks per round ¬ 5/2 = two attacks first round, three attacks the next round ¬ 3/1 = three attacks per round.