This should give you an outline on the idea behind WS. There is no limit on what people attain in WS, except those that are listed in the Weapons Score for the Wolfkin, at the bottom of this post.
Weaponskill
Weaponskill (WS) is a primary career path of Armsman, pseudo-Armsman, and Aiel Divisions.
Skill in a weapon is measured on a 20-point scale. Characters may have skill in several weapons, subject to Division limits.
WS ranges from 0 (no skill) to 20 (complete mastery) and is split into four ‘tiers’.
Basic Tier
This encompasses beginning skill levels, from no skill to enough skill to protect self from simple threats.
0. No Skill
1. Simple Self-defense
Regular Tier
This is the range of skill levels for most military professionals. It ranges from those able to defend themselves in single melee combat to those who are able to attack and defeat others.
6. Beginning Soldier
7. Soldier
8. Seasoned Soldier
Advanced Tier
This is the range of skill levels for those who have extensive military experience/training. Most elite soldiers (officers, special forces) fall in this bracket. Characters at this level are able to combat multiple foes of lesser skill with little difficulty.
11. Veteran Soldier
12. Elite Guard
13. Honour Guard
Master Tier
These skill levels are rare, and represent those who are close to complete mastery of their weapon, enabling them to defeat multiple opponents of lower skill with ease.
16. Pathmaster
17. Weaponmaster
18. Legend
Melee Weapon Guidelines
‘Basic’ WS tier is for those who are still learning basic use of a weapon. It starts at Level 0, which represents no skill, and rises to Level 5, which confers enough skill to defend yourself from simple attacks. Not everyone will start at 0 in every weapon. Most people will have 1-3 in Unarmed since most people are capable of throwing simple punches, if it makes sense for their character.
‘Regular’ WS Tier is generally for those who are capable of defending themselves in one-on-one combat with an average Westland army soldier of similar skill. A WS Level of 8 in a weapon makes you the equivalent of a typical army soldier.
‘Advanced’ WS Tier is for those who have had extensive training and/or experience with their weapon. They can typically hold off more than one Regular with little trouble. Rising to WS 13 makes you the equivalent of a typical elite unit member (think the Red Hand soldiers who acted as personal bodyguards to King Aemon).
‘Master’ WS Tier is for those for whom a weapon is not a tool, but an uninterrupted extension of their body. Masters can typically hold off more than one Advanced fighter, fight their way out of a circle of Regular fighters with ease, and completely decimate a circle of Basic fighters without breaking stride. Rising to WS 18 makes you a master of your chosen weapon, with higher ranks representing advanced mastery.
Ranged Weapon Guidelines
A WS of 0 means you have the skill of someone who has picked up the weapon for the first time, and might be able to hit a target a few feet away if you are lucky. When you reach WS 5 you will be able to make semi-accurate shots at stationary targets at half the effective range of your weapon.
When you reach a WS Level of 8 you can accurately hit a stationary human-sized target at the maximum effective range of your weapon. When you reach Level 10, you can hit the same target when it is moving slowly at a contant speed.
A WS Level of 13 allows you to accurately hit a human-sized target moving at an irregular or high velocity, at the maximum effective range of your weapon. You are also able to make indirect shots at stationary targets if you are using a weapon capable of such shots. (An indirect shot is where the projectile is launched at an angle greater than 45 degrees)
When you reach WS 15 you will be capable of more effective indirect shots, with the ability to use them against moving targets, and your accuracy with normal shots will improve, allowing you to hit specific body parts of a human-sized target moving at a high/irregular velocity.
A WS Level of 18 makes you a master of ranged attack, and you can hit targets with pinpoint accuracy at the maximum effective range of your weapon if they are stationary. You can also make indirect shots against such targets and hit a specific body part.
When you reach Level 20 (Legend) you will be capable of unerring accuracy against any target up to the maximum effective range of your weapon, being able to make a succession of shots that hit the exact same location, and of making indirect shots (if your weapon allows them) with almost the same amount of accuracy.
Weapons and Classes
Bows
· Long Bow
· Short Bow/Horse Bow
· Others
Crossbows
· Heavy Crossbow
· Light Crossbow
· Hand Crossbow
· Others
Crushing
· Club
· Mace
· Hammer
· Morningstar
· Flail
· Others
Missile
· Sling
· Dart
· Shuriken
· Others
Polearms
· Staff
· Spear
· Halberd
· Others
Light Swords
· Knife
· Short Sword
· Rapier
· Others
Heavy Swords
· Long Sword
· Bastard Sword
· Greatsword (2-handed)
· Others
Classless
· Aiel Spear [DL]
· Whip
· Unarmed [DL]
· Dual-weapon [DL]
· Others
Weapon Slots
Each character has a certain number of weapon slots. Each slot represents a single weapon.
All weapon slots must be filled with specific weapons. You must choose a specific sword to be skilled in, for example, not just be skilled in all swords.
However, you can pick up and use a weapon of the same class and use it at a lower WS. For example, if you are skilled with a scimitar you can pick up and use a longsword… but you can’t use it with as much skill as the scimitar. This is because it makes sense for you to have some skill in a weapon similar to your own, but not quite as much. [DL]
Dual-weapon styles are a special type of weapon slot which allows a character to wield two weapons simultaneously with no penalty. For information on these, contact your Division Leader.
You can also specialise in a single class, if you want to. For example, a sword trainer would be good with most swords, not just one. Contact your Division Leader if you are interested in this. [DL]
All characters get an inherent ability in Unarmed combat, as mentioned earlier. In most cases, this means you can throw a few punches, and that’s it. If you have Unarmed as a weapon though, you can have a higher skill, just as with a normal weapon. [DL]
Disputes
In all disputes over combat outcome between two characters, the following rules apply:
1)The characters attempt to come to an agreement. If this fails, they contact their Divison Leader (or appointed representative).
2)If both characters are in the same Division, the Division Leader (or app. rep) negotiates/decides the outcome.
3)If the characters are in different Divisions, the Division Leaders (or app. reps) negotiate an outcome.
4)If this fails, the official rules (this document) will be consulted to determine the exact WS of the combatants, and any external factors (occupation, injury, sensory status etc.) will be noted. If one combatant is clearly superior to the other, that one wins. If both are equal or unknown (after external factors are included) then the result is determined at random.[DL]
Conflicts of Interest
Where a Division Leader feels there is a conflict of interest, they can contact the Site Admins for assistance if they wish.
Weapons Scores for the Wolfkin
Wolfkin Ranks
Wanderer
Wolfcub
Wolfbrother
Watchers
Scout
Watcher
Trackers
Seekers
Tracker
Sages
Apprentice
Sage
Rangers
Guardian
Ranger
1st Level
1
2
3
4
5
Second Level
6
7
8
9
10
Third Level
11
12
13
14
15
Fourth Level
16
17
18
19
20
First level will be for the Wanderers only.
Second level up to 8 is for is for the Wolfcubs. 8-10 is for the Wolfbrothers and starting point for Guardians, Scouts and Sages.
Third level up to 12 is for Watchers and up to 13 is for the Trackers, Watchers and entry Level for the Rangers. 14-15 is for a Ranger who can use either the Void or the Spring. Ones who have just learnt these disciplines.
Fourth Level 16-17 is for experienced Rangers and Elders of the Kin who have been through all the weapons courses that the Rangers have done. 18-20 is for the Deputy Ranger and Ranger Leader only, anyone else will have to come up with a good case as to why they should be in that WS range.
Group leaders are special cases and would in the case of Trackers and Watchers have higher scores than normal Trackers or Watchers indicating their extra training. The Sage Leader would not necessarily be in the same class because of their extensive training in the dream.