Improvised Weapons

Basic Set: Campaigns · p.404

Open source p.404

You sometimes want to hit a foe with something other than a “real”
weapon. If so, the GM should treat the object as the weapon it resem-
bles most closely: a stick would be a baton, light club, or quarterstaff; a
heavy tool would be equivalent to a mace or a maul; a length of chain
would serve as a clumsy morningstar; and so on.
If an improvised weapon is especially clumsy, add a penalty of -1 to
-3 to hit or parry with it, or increase the minimum ST required. If it is
shorter or lighter than a “real” weapon of the same type (or not very
sharp, for a blade), reduce damage.
both hands; see Grappling (p. 370).
Your victim may attempt to break free
on his turn. If he fails, then on your
next turn, roll a Quick Contest: your
ST-4 vs. the higher of your victim’s ST
or HT. If you win, you inflict
swing/crushing damage on the neck or
limb. Damage to the neck has the
usual ¥1.5 wounding modifier for hit
location. The target’s natural DR
(unless it has the Tough Skin limita-
tion) and the DR of his rigid armor
protect normally. Flexible armor has
no effect!
You may make repeated attempts
on successive turns, but your oppo-
nent may attack you or attempt to
break free, subject to the usual limita-
tions of being grappled.