FELite 

Weapons

Unarmed Combat

Weapon
Damage*
Attack Modifier
Defense Modifier
Range
Notes
Punch
2d4
0
-2
Can Grab
Kick
1d10
-1
-1

Stone & Wood Weapons

Axe
2d6
0
0
20+(Strengthx5) yards
Club
2d6
0
0
Huge Club
2d10
0
-2
2h
Large Knife
2d6
0
-1
20+(Strengthx5) yards
Spear
2d6
-1
+1
20+(Strengthx5) yards
Staff
2d6
0
+1
Maxatec
2d8
0
0
breaking

Bronze Weapons

Axe
2d8
0
0
20+(Strengthx5) yards
Knife
2d6
0
-1
20+(Strengthx5) yards
Long Spear
2d10
-1
+1
Short Sword
2d8
0
-1
Spear
2d8
-1
+1
20+(Strengthx5) yards
Sword
2d8
+1
+1
Trident
2d10
0
+1
2h
Warhammer
2d8
0
0

Ranged Weapons

Boomerang
2d4
0
-2
40+(Strengthx5) yards
Will return when thrown.
Bow
2d6**
+1
-2
50+(Strengthx5) yards
Hunting Boomerang
2d6
0
-2
40+(Strengthx5) yards
Javelin
2d6
0
0
30+(Strengthx5) yards
Orichalcum Staff
3d12***
0
+1
70 yards
Sling
2d4
-1
-2
40+(Strengthx5) yards

Other Weapons

Net
None
-1
+1
Strength x 5 yards
Can Grab
Whip
1d4
-1
-2
4 yards
Can Grab

*Add the Strength Stat to your die roll. Then multiply that total by the amount given by the level of success to find the total amount of damage done.

** The weapon does 2d8 if using a metal edge instead of a stone one. In addition, bows are rated per the amount of Strength required to draw it. For instance, if you have a Strength 3 bow, and you have a Strength Stat of 2, you could use it as if it were simply a Strength 2 bow and add that amount of Strength to your damage before multiplier. If you were a Strength 5 person, though, you could get only the benefits of a Strength 3 bow. Building exceptionally strong bows is an advanced art and different civilizations may be able to build bows only to a certain Strength rating.

Barbarian bows can be up to Strength 2.
Atlantis and similar civilizations can construct up to Strength 3 bows,
The Amazons can build up to Strength 5 bows

*** Do not add Strength to the damage done. Each electrical blast costs the user 1 Purity or Corruption point. (Atlantean Weapon Only)

Notes
2h These weapons require two hands to wield.

Can Grab These weapons are often used to bind up a foe instead of doing damage. Make the attack as normal. If the target is struck, they become entangled. Each round the victim may make one attempt to escape by rolling a Dexterity Check versus a Success Number of 8 + 1 for every level of success the attacker had when striking his foe. The attacker may disentangle an opponent at any time.

Combat Option: Random Hit Location

At the Game Master's and Players' choice, a location for a hit may be determined randomly for a bit more of a realistic flavor. Random Hit Location is not included with the Forge Engine Lite Rules.

The Effects of Armor

Warriors and nobles, to reduce the chances they might be killed or seriously injured in combat, popularly wear armor. However, in many societies armor is also worn to denote rank and achievement.

Armor for the complete Forge Engine rules, has two ratings. These two ratings cover how well the armor can absorb or deflect damage, and the other is how much damage the armor can take before causing the wearer damage. By using two ratings rather than one, the full Forge Engine system allows for a unique method of determining damage.

For Forge Engine Lite, the second rating, how much damage the armor can take before causing the wearer damage, is the only rating used. For a description and rules for using both ratings, refer to the Forge Engine Rules Book.

A listing is included below for all of the Armor Choices available for Forge Engine Lite. The number following the armor is the damage the armor can absorb. These armor groups have been combined into a single armor type for Forge Engine Lite. For the complete Forge Engine system, these simple types are broken down into individual items that protect different body areas and parts. This allows for the use of the optional hit location rules and allows players to purchase armor for only parts of their bodies. For instance, boiled leather armor would be broken down into four separate clothing pieces; boiled leather shirt, greaves, cap, and vambraces.

Cloth Armors
Cloth Shirt 2

Leather Armors
Soft Leather 4
Boiled Leather 5
Bone and Leather 6
Studded Leather 7

Metal Armors
Wearing metal armor is both hot and heavy. This tends to tire a character much more quickly than lighter armor does. For all Endurance or Survival checks, apply a +1 penalty to the die roll.

Bronze Chain 10
Bronze Plate 10

Shields are also usually used, especially large ones. Although the use of very large shields tends to tire a character out (+1 to Endurance checks), they still provide the best defense. The generally aid defense, meaning that there is typically a bonus to the weapon skill used in close combat in terms of defense, only. Note that weapons requiring two hands to use disallow the use of any shield. Primitive shields usually do not have the sturdy construction of bronze-age shields and tend to shatter under a determined attack. They may be targeted at a penalty of 2 and any attack doing 15 or more points of damage to them will destroy them.

Primitive Small Shield (Hide and Wood) +1 to Dodge and defensive skills
Small Shield (Wood & Bronze) +1 to Dodge and defensive skills
Medium Shield (Wood & Bronze) +2 to Dodge and defensive skills
Large Shield (Wood & Bronze) +3 to Dodge and defensive skills, +1 to Endurance checks.

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Precursor setting Copyright 2002 Dustin Evermore | Art by Chris Rich-McKelvey and Edward Cupps