A long, thin Dagger made for punching through armor. Has a sharp point but usually lacks an edge. The blade is circular, square, or triangular in cross-section. Often used in the off hand.
Beak
The weapon has a very narrow striking point, or is otherwise very good at penetrating armor. Add +3 points of damage against targets with four or more points of armor, and against objects.
If you use another technique or maneuver that ignores armor or that does extra damage against objects, such as Bash, this bonus is lost.
Clinch
Once you get under an opponent's guard, your small and handy weapon can wreak great havoc.
Getting into a clinch is a specific maneouver, and requires a successful MartialArts attack, which causes no damage.
Once you have gotten into Clinch with an opponent, you receive a +3 bonus on your MartialArts against that opponent until one of the following happens;
- You move away or attack another opponent
- You are hit and take damage from an attack
- You opponent moves away from you
If both fighters use weapons with this ability, it effectively cancels itself out.
Impale
An attack to impale an opponent on the point of your weapon. This attack receives a +3 bonus to damage, but if you are successful in inflicting any damage, the weapon is lodged in your enemy and cannot be used until you sped a single shot withdrawing it or until your opponent moves away, dislodging himself. You can dislodge the weapon as a three-shot action if you wish to move at the same time.
You cannot impale when you Throw a weapon.
Lock
Lock is only applicable to off-hand weapons weilded together with some other weapon - which can be an indentical copy of itself. Use your main weapon to lock your opponents blade, opening him up for an off-hand attack. You can now use the Lock weapon to attack your opponent after his weapon has been caught in a clash of steel.
When you miss an attack against an opponent with your main weapon, you may immediately expend an additional shot and make a normal attack with this weapon.