A couple of easy adds, and stuff that has been in-use for years, but again, documented here as official:
1.01
Hand Weapons – What makes them different?
Swords:
+20 to parry
Axes:
Negate 1 point of armor
Maces/Clubs:
+20 when "Striking-to-Stun;" additionally, 20% chance of stunning, in any case, on an accidental (i.e.: undeclared) head-shot (-20% if target is wearing a helmet, -10% if wearing a coif (-30% for both), and -10% for a leather coif).
Why parry with a shield if a sword confers the same bonus?
When a blow is parried with a shield, 2d6 are rolled for amount parried, rather than 1d6, in the case of a sword. Additionally, handedness isn't taken into account when parrying with a shield, unless the user is ambidextrous, in which case, the bonus is conferred, i.e., +20 to parry with the offhand, +40 if the character is ambidextrous.
Dodge Blow is broken; there's no point in playing if I can't have the skill.
Everyone can dodge blow at their I score, minus 20. If you have the actual skill, then you dodge at your I score.
What bonus does a shield confer against missile fire?
If the target is unaware, or simply not cognizant of the fire, there is a 20% chance that the missile will strike the shield. Depending on what the target is willing to compromise, this can be adjusted up to 80%.
Shields (Unrimmed):
In the core book, it is mentioned that they "last one adventure." While this is true, they also only last until a critical hit is scored, in which case they are destroyed.
Shields (Rimmed/Metal):
Have an indefinite lifetime, but can withstand two critical hits before destroyed. They may, however, be repaired.
Leather Armor:
As per the rule book, but is destroyed upon a critical hit. If a shield is used, that absorbs the critical hit destruction.
Mail/Plate:
Can withstand two critical hits before being destroyed. Again, the shield is always the first defense against critical destruction.
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