Damage to weapons in Dungeon Hero Weapons in Dungeon Hero, like an other objects, can take damage as well. The defense of a weapon is based upon the maximum base BODY damage a weapon can normally produce before modifiers. For example, a battle axe, normally doing 2d6 killing, has a defense of 12. Damage to the weapon is figured as if the own weapons damage was reduced penetration. In the above example, the above weapon could never be damaged in normal combat if used at its minimum damage (2d6), as the sword will never experience more than 6 BODY damage. Even used at its full potential (4d6 killing, a maximum of 24 BODY), the weapon will not take any damage, although the GM could rule that such damage will eventually wear on the weapon. Of note is that there are several, "by the book", ways of damaging ones weaponry. A weapon may be struck by an opponent, with the appro- priate damage being done to the struck weapon. Weapons may be used as tools, with a chance of them being damaged when levering a boulder, hammering in a nail, etc. One difference in Dungeon Hero is the ability of the characters to do a "Weapon Push". This allows the character to push the base killing dice of a hand weapon, thereby increasing the maximum damage inflicted by the weapon. A short sword, normally capable of doing 1d6 killing, can be pushed by 10 power points, or up to 1.5d6 killing. Note that the weapon still has its base defense rating; in this way, a weapon may be damaged with "daily" use. Once a weapon is past 0 BODY, the weapon is in bad shape, and needs to be repaired (cf. armor repairs). Upon reaching negative its starting BODY, the weapon becomes useless, although it may be worth repairing. The BODY of a weapon is equal to its defense. Pushing a weapon is different than pushing one's strength; there is no EGO roll involved, as one is trying to strike more effectively, which is not (necessarily) harder. The way to treat this is to use a PC's Weapon Familiarity skill as if it were a knowledge skill; these will always start out at 11- for the 1 pt familiarities (single weapon) as well as the 2 pt familiarities (weapon groups). The roll may be bought up at +1 per 1 pt, and combat levels may apply. The amount that the weapon is pushed by works in the same way that a normal push works; 5 pts for making the roll, +2 pts per pt the roll is made by thereafter, to a maximum of 10 points. Note that if a wielder of a weapon doesn't have the appropriate skill in the weapon, they cannot push the weapon (although they can still push their strength). Example: Bucky the Castrator is about to backstab Grond the Unshaven. Bucky is armed with only a normal dirk, capable of doing a base d6 killing. In addition to his 13 STR, Bucky has +20 STR for being a 10th level thief and doing a surprise attack, giving Bucky an additional 10 strength beyond what he needs to power up the dirk to its maximum damage of 2d6 killing. Knowing that he must succeed in killing Grond, Bucky decides to attempt to push the dirk up to 1.5d6 killing. This will allow Bucky to bring the weapon up to 3d6+1 killing if he succeeds. The halfling has a roll of 14- for his weapon familiarity (he spent 3 pts on it), and rolls a 9. Bucky succeeds in pushing the dirk, scores a hit on Grond, and criticals Grond in the chest, doing 19 BODY to Grond, and 9 and 10 BODY to his stolen weapon. Subtracting the dirks defense of 6 from both attacks (from its normal maximum of 6 BODY), the weapon takes a total of 7 BODY. This is more than its base BODY of 6; the weapon is damaged badly, but still functions. As long as Bucky doesn't have to deal with any more such situations, the weapon should last him until he escapes.