Phew, what a mess , no wonder you are having trouble
Blunt damage so we switch to the blunt attack table.
Ok, so here’s the problem.
Thing is you don’t ever pick another table after you choose your action and commit for an attack.
So lets go at it step by step:
Forget the maille, it wont come in play;
Attacker (A) wants to hit Defender (D) with a halberd. A hopes to split D’s head apart, so he chooses to hit the Area
5 of his opponent, which has the highest chance of hitting the head;
He selects to swing the halberd using the cleaving blade of its weapon through the
CUT maneuver. He commits the dice and D commits to his defense;
A halberd has a swing
ATN of
8, a Swing
DR of +
4, Thrust
ATN of +
1, a
DTN of
7 and a Blunt
DR of +
2;
Now lets say A managed to get past D’s defense (by any amount), so he rolls a further
D6 to determine the attack sublocation, which in your case was a
1 (I usually roll sublocation as soon as you choose an Area, but whatever you fancy);
Now, usually a halberdier would enjoy the whooping +
4DR to a cleaving swong attack, but since D has a metal helmet it wont be such a thing: looking over at Table
4:
3 “Armor values vs weapon type” (pg.
153) we can see that plate has a N/A
AV versus Cleaving. What this means is that you must use your weapon’s
BLUNT DR instead of its
SWING DR or
THRUST DR (if its not a piercing one), not that your attack or your weapon transforms into another thing;
Since the damage being dealt is blunt, D will use the “
AV vs. Blunt” value of his armor (a
4 or
5) as seen in table
4.
3.
Thus, the halberdier will roll its attack normally, be it a swing or a thrust (those being modes of attack, not of damage) but will have to use the
BLUNT DR instead of
SWING or
THRUST DR, in this case using a
DR of +
2 instead of the +
4 should its enemy have a less powerful helmet.
:
:
:
All cleaving capable weapons have the
BLUNT DR as part of its statistics for such cases as when facing though armor that cant be cleaved — in that case the power of the cut will transform into blunt power, usually less powerful than a “dedicated” blunt weapon.
:
:
:
Tactically speaking, it might be a slightly superior choice if the halberdier chose to use the Back-Spike of its halberd (using the Swung Piercing damage tables instead), even if the defense of the metal helmet is superior against piercing than it is to blunt.
Check it out: By swinging the back-spike down at D’s head, A use the Swing
ATN for its attack. Since its piercing (and not cleaving), and there’s an
AV against Pierce, the damage doesnt switch to Blunt. Since it doesn’t switch, it uses its Swing
DR of +
4. Reading the description of the Halberd we can see that it further enjoys a +
1 Swing
DR against armor, so effectively he’s at +
5DR. Thus a swing cleaving-turned-blunt-attack has a
DR of
2 against an
AV of
4⁄
5 and a swing piercing attack has a
DR of
5 against an
AV of
6⁄
7. A single wound step that can mean a death.
Anyway, thats how we do it. There’s always the possibility Michael posts here and say I overlooked something silly obvious. Blade has a learning curve, i’ll give you that.