- Influence
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Personal Weaponry in the Vulpine Imperium
Common OOC Questions
What is the weapon time period we are generally looking at?
Generally speaking the Imperium itself is at something of around the Late Medieval/early Western Renaissance period for personal weaponry, but foreign weapons from time periods contemporaneous or prior to this may be present as well. This is simply a general setting rule, do not take it as exclusionary for any of your characters if you have a cool weapon idea.
Is there an overall “best” weapon for me to use?
No, there is no overall best “meta” weapon to use in the Imperium. Each weapon class and indeed weapon has its own pros and cons to consider when picking it for PVP or PVE. Some weapons may work better outdoors, some indoors, some better for group combat, some better for individual combat, some at various different range lengths, some better vs particular armor types than others, some heavier or lighter than others, some in different weather conditions, some more or less fatiguing to use, et cetera.
Is there a way to improve a weapon beyond its apparent baseline “stats”?
Yes, there is a very rare and special type of steel known as Auldarnian Steel, based on Damascus Steel, that can be used to customize one’s weapons. This is presently at the discretion of the character approval administrator, but will later be available to purchase for a large amount of influence. This does not make your weapon perfect, it simply makes it better or more efficient at what it does, able to handle more blows, become sharper, or be lighter than it normally is. For example, a regular katana may not be naturally good at handling plate armor, but an Auldarnian Steel one may now be able to penetrate it at the joints or at its thinnest areas with a dedicated point thrust now.
Can I “innovate” weapons beyond this technology baseline?
Generally speaking, that is a very high bar that will have to be looked at by the head administrator themselves, to avoid runaway technological growth and setting inconsistency in a shared writing world. It may be possible, say, by spending influence on a custom weapon as described above, to innovate a matchlock pistol to fire two bullets instead of one, but improving it to a flintlock or percussion cap weapon is a no. That is not to say you cannot make your own custom weapon, but it must respect the baseline above.
Do you have any suggestions when it comes to character design what a good spread of weapons might be?
That depends heavily upon how martial you wish your character to be-some characters might have no ability to fight beyond that of an average civilian, others may be quite good at fighting. Generally speaking, however, it is considered good to have a primary weapon and some kind of backup weapon in the event that one loses their primary one.
Is it “better” to focus all my skill points in one weapon skill or to spread them out among multiple weapons? Will I be at a disadvantage either way in PVE or PVP?
There are tradeoffs to everything in life, and when it comes to weapons it is no different. If one specializes heavily in daggers, even at the highest level of say Imperium’s Finest, they are still going to face problems, say, dealing with the length of a polearm in an open area, even if they could handle it better than most. Similarly, even the best pike user may find it difficult to fight in particularly cramped spaces. Thus, when it comes to the question of is it better to highly concentrate in one thing or to have a more general spread of skills, it is best to think of the role of your character and what you wish them to accomplish with a limited set of skillpoints. An archer, for example, might wish to put a lot of their skill points in bows, but keep some reserved for a sidearm in the event they are forced into melee combat. A combat medic might want to put most of their skill points in emergency medicine, only having some points in a sidearm for self-defense. A character heavily into swords may put most of their skill points into them, but may find themselves at a disadvantage in many situations such as against archers at range. A character with a wide range of weapons will be useful in more situations, but perhaps not as skilled as specialized characters.
For a more in-depth explanation, one should read up under the “dispute resolution” section under the navbar to see how such things are resolved, weapon skill alone is not the only consideration. You do not “automatically” beat someone simply because you have a higher weapon skill than them, even if using the same weapon, the totality of circumstances are accounted for.
Types of Weapons
Paws, Claws, and Teeth.
At the most basic level, most species in the Imperium are able to use their paws, claws, and/or teeth to fight to a various degree. This can either be done through boxing, grappling, some kind of formal martial art, or through sheer instinct. It is a good skill to have in general to at least some degree for most characters and is usually viable in almost every situation that one can find themselves in with the proper training, at least to some degree.
Improvised Weaponry
Perhaps the oddest choice in the Imperium and the hardest to quantify, but surprisingly widely used, are improvised weapons. This can be anything from a sack of flour, to a rolling pin, to a frying pan, to whatever might be at paw that is not a traditional weapon. While perhaps not as effective as the other category of weapons in many circumstances, their ubiquity and unpredictability make opponents who specialize in these surprisingly dangerous foes as most schools of weaponry are not inherently taught to handle them, forcing them to rely on general combat principles rather than specific approaches. Excellent for more unconventional characters or characters who want to be flexible.
What is the weapon time period we are generally looking at?
Generally speaking the Imperium itself is at something of around the Late Medieval/early Western Renaissance period for personal weaponry, but foreign weapons from time periods contemporaneous or prior to this may be present as well. This is simply a general setting rule, do not take it as exclusionary for any of your characters if you have a cool weapon idea.
Is there an overall “best” weapon for me to use?
No, there is no overall best “meta” weapon to use in the Imperium. Each weapon class and indeed weapon has its own pros and cons to consider when picking it for PVP or PVE. Some weapons may work better outdoors, some indoors, some better for group combat, some better for individual combat, some at various different range lengths, some better vs particular armor types than others, some heavier or lighter than others, some in different weather conditions, some more or less fatiguing to use, et cetera.
Is there a way to improve a weapon beyond its apparent baseline “stats”?
Yes, there is a very rare and special type of steel known as Auldarnian Steel, based on Damascus Steel, that can be used to customize one’s weapons. This is presently at the discretion of the character approval administrator, but will later be available to purchase for a large amount of influence. This does not make your weapon perfect, it simply makes it better or more efficient at what it does, able to handle more blows, become sharper, or be lighter than it normally is. For example, a regular katana may not be naturally good at handling plate armor, but an Auldarnian Steel one may now be able to penetrate it at the joints or at its thinnest areas with a dedicated point thrust now.
Can I “innovate” weapons beyond this technology baseline?
Generally speaking, that is a very high bar that will have to be looked at by the head administrator themselves, to avoid runaway technological growth and setting inconsistency in a shared writing world. It may be possible, say, by spending influence on a custom weapon as described above, to innovate a matchlock pistol to fire two bullets instead of one, but improving it to a flintlock or percussion cap weapon is a no. That is not to say you cannot make your own custom weapon, but it must respect the baseline above.
Do you have any suggestions when it comes to character design what a good spread of weapons might be?
That depends heavily upon how martial you wish your character to be-some characters might have no ability to fight beyond that of an average civilian, others may be quite good at fighting. Generally speaking, however, it is considered good to have a primary weapon and some kind of backup weapon in the event that one loses their primary one.
Is it “better” to focus all my skill points in one weapon skill or to spread them out among multiple weapons? Will I be at a disadvantage either way in PVE or PVP?
There are tradeoffs to everything in life, and when it comes to weapons it is no different. If one specializes heavily in daggers, even at the highest level of say Imperium’s Finest, they are still going to face problems, say, dealing with the length of a polearm in an open area, even if they could handle it better than most. Similarly, even the best pike user may find it difficult to fight in particularly cramped spaces. Thus, when it comes to the question of is it better to highly concentrate in one thing or to have a more general spread of skills, it is best to think of the role of your character and what you wish them to accomplish with a limited set of skillpoints. An archer, for example, might wish to put a lot of their skill points in bows, but keep some reserved for a sidearm in the event they are forced into melee combat. A combat medic might want to put most of their skill points in emergency medicine, only having some points in a sidearm for self-defense. A character heavily into swords may put most of their skill points into them, but may find themselves at a disadvantage in many situations such as against archers at range. A character with a wide range of weapons will be useful in more situations, but perhaps not as skilled as specialized characters.
For a more in-depth explanation, one should read up under the “dispute resolution” section under the navbar to see how such things are resolved, weapon skill alone is not the only consideration. You do not “automatically” beat someone simply because you have a higher weapon skill than them, even if using the same weapon, the totality of circumstances are accounted for.
Types of Weapons
Paws, Claws, and Teeth.
At the most basic level, most species in the Imperium are able to use their paws, claws, and/or teeth to fight to a various degree. This can either be done through boxing, grappling, some kind of formal martial art, or through sheer instinct. It is a good skill to have in general to at least some degree for most characters and is usually viable in almost every situation that one can find themselves in with the proper training, at least to some degree.
Improvised Weaponry
Perhaps the oddest choice in the Imperium and the hardest to quantify, but surprisingly widely used, are improvised weapons. This can be anything from a sack of flour, to a rolling pin, to a frying pan, to whatever might be at paw that is not a traditional weapon. While perhaps not as effective as the other category of weapons in many circumstances, their ubiquity and unpredictability make opponents who specialize in these surprisingly dangerous foes as most schools of weaponry are not inherently taught to handle them, forcing them to rely on general combat principles rather than specific approaches. Excellent for more unconventional characters or characters who want to be flexible.
Daggers and Knives
A wide variety of daggers and knives exist in the Imperium, being either useful as a primary weapon or a sidearm. They are comparatively cheap, easy to carry, and with the proper training can be very deadly. Different types of daggers exist for different situations and armor types and beasts from normal civilians to assassins to heavily armored combatants can be seen using them. While lacking somewhat in range, a sufficiently skilled user has many options to try to mitigate this downside, and in close quarters combat where it is hard to fully draw or use a longer weapon, they excel.
Swords
Just like their smaller brothers, swords can be found in a variety of shapes and sizes for a wide variety of purposes, from large, mighty two-handed swords down to the modest arming sword, and can be carried either as a primary or secondary weapon. They tend to be a good balance between daggers and polearms in terms of length and are generally considered an all-around weapon the closer you get to the “average” size, although one should put some thought into the kind of sword they pick. Some are better for slashing, others for piercing, some can do both, some are better against no or light armor, some are better against heavier armor, some work better with shields, others without shields, some are excellent with a lot of room to maneuver, others are better in close combat. It is suggested that one do some research before picking a sword for their character so they understand the strengths and weaknesses of each particular type. And, of course, they are at a disadvantage versus ranged weapons until they can close the distance, making some form of armor or a reliance
A wide variety of daggers and knives exist in the Imperium, being either useful as a primary weapon or a sidearm. They are comparatively cheap, easy to carry, and with the proper training can be very deadly. Different types of daggers exist for different situations and armor types and beasts from normal civilians to assassins to heavily armored combatants can be seen using them. While lacking somewhat in range, a sufficiently skilled user has many options to try to mitigate this downside, and in close quarters combat where it is hard to fully draw or use a longer weapon, they excel.
Swords
Just like their smaller brothers, swords can be found in a variety of shapes and sizes for a wide variety of purposes, from large, mighty two-handed swords down to the modest arming sword, and can be carried either as a primary or secondary weapon. They tend to be a good balance between daggers and polearms in terms of length and are generally considered an all-around weapon the closer you get to the “average” size, although one should put some thought into the kind of sword they pick. Some are better for slashing, others for piercing, some can do both, some are better against no or light armor, some are better against heavier armor, some work better with shields, others without shields, some are excellent with a lot of room to maneuver, others are better in close combat. It is suggested that one do some research before picking a sword for their character so they understand the strengths and weaknesses of each particular type. And, of course, they are at a disadvantage versus ranged weapons until they can close the distance, making some form of armor or a reliance
Polearms
Spears, halberds, poleaxes, glaives and many more types, these are generally longer weapons that involve some sort of pole or stick with something pointy on the end. They are typically excellent when given room to maneuver or set to guard a chokepoint especially in formation due to their length and versatility, with some of them particularly effective even against the most heavily armored opponents due to power of their blows, but may suffer if forced to engage in close-quarters combat or if their shafts are broken by strong cutting weapons. Like the other weapon types, it is suggested you do further research to pick the one that might best suit you.
Blunt Weapons
The warhammer, the mace, the flail, the truncheon, and other weapons that work simply by crushing one’s opponent rather than attempting to pierce them are generally considered an excellent choice for many beasts, although they are not without their downsides. They typically require above average strength, have a shorter range than polearms and even many swords, and can be difficult to use in close combat without room to maneuver and deliver the powerful blows that make them most effective, and they are more easily dodged than most of the other weapon types on this list. Still, a skilled blunt weapons user should always be approached with caution.
Spears, halberds, poleaxes, glaives and many more types, these are generally longer weapons that involve some sort of pole or stick with something pointy on the end. They are typically excellent when given room to maneuver or set to guard a chokepoint especially in formation due to their length and versatility, with some of them particularly effective even against the most heavily armored opponents due to power of their blows, but may suffer if forced to engage in close-quarters combat or if their shafts are broken by strong cutting weapons. Like the other weapon types, it is suggested you do further research to pick the one that might best suit you.
Blunt Weapons
The warhammer, the mace, the flail, the truncheon, and other weapons that work simply by crushing one’s opponent rather than attempting to pierce them are generally considered an excellent choice for many beasts, although they are not without their downsides. They typically require above average strength, have a shorter range than polearms and even many swords, and can be difficult to use in close combat without room to maneuver and deliver the powerful blows that make them most effective, and they are more easily dodged than most of the other weapon types on this list. Still, a skilled blunt weapons user should always be approached with caution.
Ranged Weapons (other than bows and matchlocks).
There exist a variety of ranged weapons other than bows and matchlocks like slings, javelins, and throwing knives, and various kinds of dart throwers. While it is hard to quantify them due to their variety, their general ranged ability gives them an advantage over most melee weapons and if properly used can even deal with all but the most heavy and advanced armor while retaining great mobility for the user, especially in an open field. Of course one’s mileage may vary significantly in closer spaces and it is not advised to engage in melee combat with any of these weapons.
There exist a variety of ranged weapons other than bows and matchlocks like slings, javelins, and throwing knives, and various kinds of dart throwers. While it is hard to quantify them due to their variety, their general ranged ability gives them an advantage over most melee weapons and if properly used can even deal with all but the most heavy and advanced armor while retaining great mobility for the user, especially in an open field. Of course one’s mileage may vary significantly in closer spaces and it is not advised to engage in melee combat with any of these weapons.
Bows
There are many types of bows in the Imperium, ranging from massive longbows to shorter recurve bows, with a wide variety of arrow types designed for penetrating different levels of armor or causing different kinds of wounds. Compared to crossbows and the new matchlocks, they offer superior firing rates, and are easier to arc over hills and other obstructions than crossbows. Particularly small versions can even be fired by kits, albeit with not nearly as much penetrating power as their larger cousins.
Crossbows
More powerful than most bows in terms of direct force and easier to learn how to use, the crossbow has seen popularity in recent times, both in shorter and longer variations, and even repeating ones, albeit these latter ones usually only being used against opponents with little to light armor due to their reduced penetrating power. Normal crossbows, however, tend to have superior armor penetration compared to most bows except the longbow or other large war bows, at the cost of being slower to fire, but this is generally seen as an acceptable drawback compared to their relative ease of use.
Matchlocks
Relatively new to the Imperium and still comparatively rare, matchlock rifles and pistols offer the highest rate of armor penetration in the Imperium, even up to and including most forms of medium and even heavy armor sans the highest quality and thickness to various degrees, and a greater range than most bows and crossbows, at the cost of a relatively slow firing speed, a poor to nonexistent ability to use in inclement weather, a tendency for misfires and even weapon explosions, poor stealth capabilities especially at night due to the need for the match to be lit and the acrid smell of the burning match, and little to no ability to arc shots. Some experts suspect that in the future as further developments occur in these “miniature cannon” armor’s use will either decline rapidly or have to be rethought to better handle these new things, but for now it seems the downsides tends to render them as more specialist weapons either used by individuals or in specialized fire teams deployed in specific circumstances.
There are many types of bows in the Imperium, ranging from massive longbows to shorter recurve bows, with a wide variety of arrow types designed for penetrating different levels of armor or causing different kinds of wounds. Compared to crossbows and the new matchlocks, they offer superior firing rates, and are easier to arc over hills and other obstructions than crossbows. Particularly small versions can even be fired by kits, albeit with not nearly as much penetrating power as their larger cousins.
Crossbows
More powerful than most bows in terms of direct force and easier to learn how to use, the crossbow has seen popularity in recent times, both in shorter and longer variations, and even repeating ones, albeit these latter ones usually only being used against opponents with little to light armor due to their reduced penetrating power. Normal crossbows, however, tend to have superior armor penetration compared to most bows except the longbow or other large war bows, at the cost of being slower to fire, but this is generally seen as an acceptable drawback compared to their relative ease of use.
Matchlocks
Relatively new to the Imperium and still comparatively rare, matchlock rifles and pistols offer the highest rate of armor penetration in the Imperium, even up to and including most forms of medium and even heavy armor sans the highest quality and thickness to various degrees, and a greater range than most bows and crossbows, at the cost of a relatively slow firing speed, a poor to nonexistent ability to use in inclement weather, a tendency for misfires and even weapon explosions, poor stealth capabilities especially at night due to the need for the match to be lit and the acrid smell of the burning match, and little to no ability to arc shots. Some experts suspect that in the future as further developments occur in these “miniature cannon” armor’s use will either decline rapidly or have to be rethought to better handle these new things, but for now it seems the downsides tends to render them as more specialist weapons either used by individuals or in specialized fire teams deployed in specific circumstances.