• by the rules for great weapons. Must be over 42” and up to 60” long You must hold the weapon in both hands Any character with the Weapon Master skill may
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  • even when using two weapons at once. It is not possible to wield two weapons at once without this skill. You cannot wield two weapons if either is longer
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  • Magic items (section Weapons)
    instruments. Paired weapons and arcane weapons are a single magic item that consists of two one-handed weapons or a one-handed weapon and an implement respectively
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  • Butcher's Cleaver (category Great Weapons)
    creatures such as the great white dire beast Penju), but also terrified their companions into fleeing. These weapons gained great popularity among the Imperial
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  • Woodcutter's Axe (category Great Weapons)
    making these weapons in the form of heavy, thick bladed greatswords colloquially called Butterknives - a waggish reference to the way the weapons cut through
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  • Trollslayer's Crescent (category Great Weapons)
    such weapons are seen as so unruly that they may as well be cursed. Form: Weapon. Takes the form of a great weapon. You must be wielding this weapon to use
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  • Reaving Mattock (category Great Weapons)
    Form: Weapon. Takes the form of a great weapon. You must be wielding this weapon to use its magical properties. Requirement: You must have the Weapon Master
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  • Landsknecht's Zweihänder (category Great Weapons)
    Form: Weapon. Takes the form of a great weapon. You must be wielding this weapon to use its magical properties. Requirement: You must have the Weapon Master
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  • with bows, thrown weapons, crossbows, one-handed swords, maces and axes, a variety of great weapons, shields of all sizes, siege weapons, daggers, staves
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  • armoured soldiers, divided into three classes. The first wield mighty great weapons with which they inflict devastating blows capable of hewing limbs and
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  • single blow with any great weapon that is between 48” and 60” long. You cannot use this skill with a weapon, even a great weapon, that is shorter than
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  • Captain's Command (category Great Weapons)
    Form: Weapon. Takes the form of a great weapon. You must be wielding this weapon to use its magical properties. Requirement: You must have the Weapon Master
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  • Giant's Maul (category Great Weapons)
    Form: Weapon. Takes the form of a great weapon. You must be wielding this weapon to use its magical properties. Requirement: You must have the Weapon Master
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  • Trollhammer (category Great Weapons)
    treat the weapon with caution until it is clear whether it is safe to wield in battle or not. Form: Weapon. Takes the form of a great weapon. You must
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  • Dawn's Glory (category Great Weapons)
    commission great green iron poleaxes called Dawn’s Folly. Form: Weapon. Takes the form of a great weapon. You must be wielding this weapon to use its magical
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  • usually involves both the target and their great weapon. A ritualist might trace matching runes on weapons and warrior, or might anoint them with a mixture
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  • Splintering Hammer (category Great Weapons)
    Form: Weapon. Takes the form of a great weapon. You must be wielding this weapon to use its magical properties. Requirement: You must have the Weapon Master
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  • his head like a raging bull. Woodcutting axes and stone hammers made great weapons. They took over the fort and held it against inumerable odds. The local
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  • warrior the supernatural strength needed to smash such a shield with their great weapon. The personal enchantments that Winter creates are about resisting death
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  • then you must drop the weapon immediately if it becomes entangled in your opponents weapon or costume. If you are using a great weapon, polearm, pike, or one
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  • grants the target the ability to spend a hero point to call SHATTER with a great weapon. They also experience a roleplaying effect: You feel an urge to protect
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  • the weapon master skill. The target characters gain the ability to fight with one weapon type chosen from the list: one-handed spear, great weapon, polearm
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  • wielding a great weapon they may call IMPALE. Note that this ritual does not give them any particular ability to wield a weapon covered by the weapon master
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  • time. The target gains the ability to call shatter twice each day with a great weapon. The target also experiences a roleplaying effect: you want to deal with
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  • power of a magic dagger, One-handed weapon, great weapon, One-handed spear, paired weapon, polearm, or arcane weapon. Bloodstones are found in deposits
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  • based on the weapon that they are using. They may call STRIKEDOWN if they are wielding a polearm, IMPALE if they are wielding a great weapon or CLEAVE if
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  • with shield and hand weapon, or great weapons Skirmish troops wearing the PD orc breastplates, equipped with polearms or paired weapons Battle Mages with
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  • A great life leaves a legend. “Great deeds are eternal.” Few lands espouse the heroic ideal in quite the same way the Dawnish do. When people think of
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  • matching wits and weapons against worthy foes, forging victory from adversity on the anvil of the north. The Winterfolk are three great peoples - the wise
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  • most use on battlefields, especially battles against enemies who favour great weapons (such as the Jotun), or who are supported by supernaturally strong auxiliaries
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  • a fast-moving Druj warrior, but Dawnish or Highborn great swords and similar are also great weapons for the Druj. If you are playing an Imperial Orc then
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  • have slain the creature with their bare hands. In battle they carry great weapons, usually axes, but swords and maces are not unknown, and disdain a shield
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  • along a weapon to use in the battle. For the basic orc troops most weapon combinations are fine to use - sword and buckler, axe & shield, spears, great weapons
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  • onto a better path. The risk is that without the light of knowledge the great experiment can only end in darkness and failure. The third pillar is ambition
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  • borders - but never in great numbers, and the attacks have been dealt with swiftly and effectively by vigilant Thorns. Quality: Forest, Great Forest Orcs The
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  • iron fist by potent, aged shaman-ritualists called the Dragons. There is a great deal of competition between warlocks, apparently, over magical resources
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  • choice - take up arms and fight for the orcs as Jotun, or lay down their weapons and become thralls. The majority of Marchers who refused to flee chose to
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  • They might master multiple weapons, and perhaps learn a little healing or combat magic, viewing magic as one of the many weapons they can wield as circumstances
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  • fight as a unit in close formation. Chapters outfit their guardians with weapons and armour and most provide a surcoat adorned with the chapter’s heraldic
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  • into their city and prepared a great work of magic. The Grand Ilarchs watched with great trepidation. Then, horribly, a great power bloomed in the centre
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  • the heavy weapons of war such as broad swords, war axes and bardiches. This sets them apart from other Varushkans who tend to favour weapons that are also
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  • sinecure built with mithril generates mine materials or mana crystals. Great work - a great work built with mithril generates mine material or mana crystals
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  • throne by four generations of divinely-inspired monarchs until her great-great-great-grandson tore the kingdom apart by producing no clear heir. The duchies
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  • soothing terms and appear quite intelligent. The Prince of Shikal dwells in a great city that occupies an active volcano of immense size. The Forge of Shikal
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  • It is common for Marchers to wield weapons made from the tools of their labour; bills used for cutting hedges and great hammers used for driving piles are
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  • favourite weapons; axes, maces and flails are considered to be heavy and ungainly weapons by many. Urizen masters teach their students to see a weapon as a
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  • represent physical blows of great strength or skill Heroic calls are most commonly used to represent physical blows of great strength or skill. A highly
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  • and nearby Dawn. Trading in raw materials and crafted goods, especially weapons and armour, it is seen by many as the merchant capital of the northern lands
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  • authority. At the height of a great banquet, thrown by the Earl to celebrate her apparent victory over the weavers, a great bell began to toll and the castle
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