From
the beginning of my time playing Traveller (circa 1983) I found it
odd that the combat rules included club and cudgel as two different
weapons. I decided that I would look closer and see why that was.
This is, I recognize, not a burning issue among Traveller players. My
words will have little effect on how anyone plays the game. Well,
this is my blog, and if I want to write about this, I will. I hope
you enjoy my observations anyway.
There
is not a lot in the official rules to go on.
Clubs
are not purpose built weapons. They are, by TTB p. 38, found
to hand in the brawl location. So a PC can ask the referee if there
is anything lying about that can be used as a club. Bar stools,
chairs, crowbars, briefcases, table legs, long handled flashlights,
lamps, etc.
Looking
at the combat tables, a club requires STR of 5 or faces a -4 DM.
That's pretty severe, on par with the broadsword. STR of 8+ gives a
DM of +2. My explanation is a club is a temporary expedient - it is
not balanced or formed exactly to use as a weapon. If you haven't the
strength to lob it in hard, the table leg will work against you.
The
club can be abandoned at the end of the combat. It may not be, if it
was originally a tool. The club base weight is 1 kg, as heavy as a
sword. The referee can decide that the object the PC is using is not
heavy enough and assign a -DM to the club. A pencil is not an
effective club.
Or it might be too heavy, and it can't really be
used at all, except to drop down on someone. Clubs have the lightest
penalty for weakened blows. This means a club wielder can keep going
past his END score without too much worry. But I've never seen or
heard of a Traveller combat that lasted that long.
Nice try, bub. No DM for you. |
Referees,
have you ever had a mass brawl with enough combatants that a PC might
have to fight to and beyond his END limit?
Both
weapons have the same Armor DMs in the charts. Okay, fine. A wooden
stick is a wooden stick. Neither weapon has a good outlook against
serious armor. Battle Dress is nigh-invulnerable (DM -7). This is as
it should be. Blunt weapons concentrate kinetic energy, armor
spreads out the impact.
The
cudgel gets even briefer description. "A basic stick used as a
weapon. Easily obtained from standing trees or through the use of an
unloaded long gun . . ." That does not sound different from a
club in any meaningful way other than length. And in the combat
charts, the Club is 800mm in length, to the Cudgel's 1500mm. Very
similar, then. Cudgels have the same min STR and advantage STR, but
the -DM for the weak cudgel user is only -1. This supports my
assertion that the cudgel is balanced and designed as a weapon.
The
first things that come to mind are the Irish Shillelagh and the
doughty English Quarterstaff. The Q-staff could be up to 2700mm in
length, and the shillelagh, the length of a walking stick. Or they can be shorter, like these tonfas
Or this morningstar. Not just for Clerics anymore! |
A
sword-shaped cudgel known as a single-stick was a 'practice' weapon by
sword-fighters, and a body of instruction grew up around it.
Ruling about the difference:
there
is no Club skill, it defaults to Brawling. However, there can be
Cudgel skill. The player should specify what type of cudgel they want
to learn. See the list below.
The
club's range modifiers are Close/+1 & Short/+2, while the Cudgel
is +0 for both. (TTB, p. 46) This seems wrong to me. A temporary
expedient is more effective than a purpose-built melee weapon? Why
would a short club be better at attacking at Short range than a long
cudgel? I have swapped the range modifiers in the combat matrix.
A club
does (1977 rules) 2D-3 damage, while the cudgel does 2D. This makes
the cudgel as dangerous as a Blade, and almost as dangerous as a
sword or spear. This neat article
http://www.departmentv.net/2014/06/quarterstaff-vs-greatsword/
includes a reenactor quoted after fighting a man with a quarterstaff
"it felt like being inside an oil drum while someone hit it with
a sledgehammer."
Don't
stick to basics
Think
of the array of improved cudgels you could have by TL 10+ The Tech
Level Change factor can alter the weight, length, cost and STR
min/adv levels. Clubs, being improvised, cannot be upgraded.
At TL
10, (tlcf 100%) a cudgel may have:
- barbs/spikes for extra damage +3 (20%), stronger yet lighter material (-30%) which reduces the min STR to 4 (30%) and hits better at Close range (20%).
- a spike of special composite for breaching Battle Dress (-2, 40%) of the same stronger/lighter material (60%)
- compact storage (length -50%), which extends out to hit better at Short range (-2, 40%) and costs 10% less.
As dangerous as the thing on the other hip. |
Cudgel
weapon names include:
- aklys
- baton
- baseball bat
- cricket bat
- jutte
- knobkerrie
- kubotan
- nunchaku
- oslop
- telescopic batons
- tonfa
- waddy
A
little imagination and a little historical research and even the
humble cudgel can be transformed into a personalized melee weapon. A
PC who regularly employs such a weapon might get a reputation for
using it. Cudgels are easier to get past starport security and Legal
Encounters, as they're not banned except at the highest Law Levels.
It is a good backup or concealed weapon. A Travellers' life is a
dangerous one, so be prepared.
Employing
a melee weapon against an object:
If an
NPC is brandishing a weapon at a PC at Short or better Close range,
the PC may choose to attack the weapon. That is to say, to knock the
weapon from the hand of the assailant. The attack throw is 8+ as
usual, with no armor DM, but with the Range DM. If the PC is
stronger, DM +1. If the NPC is stronger, DM -2. A successful hit puts
the weapon away from the PC, and the NPC must re-ready the weapon (no
other action that round). The NPC gets a saving throw of DEX or less
to hold onto the weapon. A failed throw means the weapon is on the
ground.
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