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GianniVacca

Whip

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Wow, you're right.  Not even the Entangling rules.  So, digging into the BRP book...

Whip (Other Type, 1H)     Base Skill 05     STR 9   DEX 10   Damage 1d3-1 {Special: Entangle)     HP 4     ENC 1     Length 0.2 / 3     SR 0

Entangle
A whip may be used to entangle a foe on a special success.¬†¬†An entangling attack cannot be made from close range‚ÄĒit must be made with at least 3 meters of space between the attacker and target.¬† A¬†successful entangle immobilises the particular hit location and prevents movement or attack by the target for the rest of this melee round and into the next melee round.¬†¬†A successful Dodge roll or Grapple roll negates a successful entangle.¬† A critical parry negates a critical entangle, but an ordinary parry success has no effect.

On the round following the successful entangle attack, the entangled target can attempt a Dexterity Check to free him- or herself, or make a STR vs STR resistance roll to attempt to pull the entangling whip from the attacker’s hand(s).  Alternately, if the entangled target is able to, he or she may attempt an attack on the entangling weapon itself, cutting through the whip.

If the target's attempts to get free of the entangling whip are unsuccessful, the attacker can declare one of the following effects, based on hit location: Immobilise Limb, Disarm Target, Knockdown Target, Injure Target (roll damage again), or Strangle Target (see Drowning and Asphyxiation, RQG p.156), as appropriate by hit location.

A target remains entangled until, during a subsequent melee round, a successful Dexterity Check or STR vs STR resistance roll is made to free him- or herself from the entangling whip, or the target or another individual succeeds in attacking the whip to sever it.  During each melee round in which the target remains entangled, the attacker can again declare a special effect as appropriate by hit location.

It could probably merit some polish, but there's a start.

!i!

 

Edited by Ian Absentia
Added some polish, and corrected some terminology
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5 hours ago, GianniVacca said:

The rules mention the whip several times-- yet no details are given ūüėě

 

Has anybody figured them out?

A whip attack is described in The Rattling Wind. That one is rather deadly...

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The whip that is mentioned in the core rules is for a chariot driver. These whips aren't really combat weapons (you crack the whip to make noise, not strike the horse). 

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Elsewhere, there was a question regarding bolas, so, at the risk of reprinting other Chaosium sources in their entirety...

Bola (1H)   Base Skill 05   STR 9   DEX 13   Damage 1d4+1/2db (Special: Crushing/Entangle)     HP 1     ENC 1     Range 15     Rate 1/MR

On a special roll, the attacker may declare either Crushing effect or Entangling per the rules above, with minor modification (no STR vs STR roll to disarm the attacker).

Modifications I'd make to my suggestion for the whip above:

  • Unlike other entangling weapons, a whip may entangle at a range of 2 to 3 meters, not at a minimum of 3 meters.¬† The whip is, after all, listed as only 3m long.
  • At a range of 1m or less, a whip is functionally ineffective, except as an improvised club or garrote.¬† See rules for those two weapons separately.¬† If used as a garrote, the Entangling rules still apply.
  • The adaptation from BRP's "combat round" to RQG's "melee round" in the Entangling rules probably needs some playtesting.¬† The two are not 1-for-1 compatible.¬† Do we equate a CR with an entire MR, or with a normal DEX strike rank within a MR?

!i!

Edited by Ian Absentia
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Different Worlds magazine, Issue 22 (the special RuneQuest issue), has an article detailing new weapons for RQ2, including: atlatl, boomerang, lasso, whip, and caltrops.

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