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Melee Weapons[]

Item Damage Weight Cost Notes
Punch or Kick Str 0 0 Blunt, Unarmed
Knives and Swords
Dagger Str+d4 1 30 Parry +1, Agile, Off-hand
Throwing Dagger/Shuriken Str+d4 0.5 20 Throwable 4/8/16, Off-hand
Short Sword Str+d6 2 150 Parry +1, Agile, Off-hand
Smallsword, Foil, or Epee Str+d4 1 150 Parry +1 (stacks with a dagger), Agile, Off-hand
Arming Sword Str+d8 3 250 Parry +1, Agile, Versatile
Saber or Rapier Str+d6 3 250 Parry +1 (stacks with a dagger), Agile
Great Sword Str+d10 5 350 Parry +1, Agile, 2 Hands
Axes, Hammers, and Picks
Hand Axe Str+d6+1 2 50 Crushing, Off-hand, Throwable 5/10/20
Battle Axe Str+d8+1 3 100 Crushing, Versatile
War Axe Str+d10+1 5 150 Crushing, 2 Hands
Halberd Str+d8+1 9 150 Crushing, 2 Hands, Reach 1
Small Mace/Hammer Str+d6 2 30 Crushing, Off-hand, Throwable, 4/8/16
Large Mace/Hammer Str+d8 4 60 AP1, Crushing, Versatile
Maul Str+d10 8 90 AP1, Crushing, 2 Hands
Lucerne Hammer Str+d8 9 90 AP1, Crushing, 2 Hands, Reach 1
Warhammer, One-Handed Str+d8 3 100 AP2
Military Pick Str+d8+1 7 150 AP2, 2 Hands
Warhammer, Two-Handed Str+d8 4 150 AP2, 2 Hands, Reach 1
Flails and Chains
Small Flail Str+d6 3 60 Crushing, Chain
Large Flail Str+d8 6 120 Crushing, Chain, Versatile
2-Handed Flail Str+d10 9 180 Crushing, Chain, 2 Hands
Rope Dart Str+d6-1 5 120 Crushing, Chain, 2 Hands, Reach 1
Chain Whip Str+d8 10 240 Crushing, Chain, 2 Hands, Reach 1
Clubs, Staves, and Spears
Baton/Wand Str+d4 1 10 Parry +1, Off-hand, Blunt, Throwable 4/8/16
Club/Rod Str+d6 3 20 Parry +1, Crushing, Blunt, Versatile
Staff Str+d4+1 4 40 Parry +1, Blunt, 2 Hands, Reach 1
Javelin Str+d6 2 40 Throwable 6/12/24
Spear, One-Handed Str+d6+1 3 50 Throwable 4/8/16
Spear, Two-Handed Str+d8+1 4 60 AP1, Parry +1, 2 Hands, Reach 1
Rifle Bayonet Str+d6+1 +1 60 AP1, Parry +1, 2 Hands
Pike or Lance Str+d8 12 90 AP1, Parry -1, Charge, 2 Hands, Reach 2
Shields
Buckler Str+d4 2 50 Parry +1, Blunt, Off-hand
Medium Shield Str+d6 8 80 Parry +1, Blunt, +2 armor vs ranged, Off-hand
Large Shield Str+d6 15 120 Parry +2, Blunt, +3 armor vs ranged, Off-hand

Parry bonuses stack for a weapon and shield but not for 2 weapons.

Crushing weapons get +1 AP against Flexible armor.

Blunt weapons do -2 damage against Metal armor.

Agile weapons can ignore armor by making a called shot at -4.

Chain weapons ignore weapon parry bonuses and reduce shield parry bonuses by 1.

Charge weapons use the mount's strength when used on a mount that runs instead of the normal bonus for charging.

Off-hand weapons only have a -1 penalty for attacking when held in the off-hand; if a character with two Off-Hand weapons makes a double attack, the double action penalty is only -1.

Versatile weapons get +1 AP when held in two hands.

Shields do not provide an armor bonus against bullets.

Revised Ranged Weapons[]

Weapon ranges are denoted as Short/Medium/Long (Multiplier). Shots at Short range or less are made at no penalty. Shots at Medium range are made at -2. Shots at Long range are made at -4. A character can Aim for 1 round to get a +2 bonus. Aiming for two rounds increases all of the weapon's ranges by the multiplier instead, though targets within the original short range are still at +2 to hit. Aiming for three rounds increases all of the weapon's rages by the multiplier and adds a +2 bonus. A character can get 2 rounds of benefit in a single round of Aiming with a successful Shooting roll, or 3 rounds of benefit in a single round with a successful Shooting roll at -4.

All firearms and crossbows can be equipped with a scope. Aimed shots made through a scope reduce the Medium range penalty to -1 and the Long range penalty to -3.

Item Damage Range Weight Cost Shots Notes
Shortbow Str+d6 15/30/60 (2) 2 50 1 AP1, Snapfire, Fast, 2 Hands
Longbow Str+d8 15/30/60 (2) 3 60 1 AP1, Snapfire, Fast, 2 Hands
Greatbow Str+d10 15/30/60 (2) 4 70 1 AP1, Snapfire, Fast, 2 Hands
Pistol Crossbow 2d4 15/30/60 (2) 3 100 1 AP1
Light Crossbow 2d6 15/30/60 (2) 6 150 1 AP2, 2 Hands
Heavy Crossbow 2d8 15/30/60 (2) 8 170 1 AP2, Reload 5, 2 Hands
Steel Crossbow 2d10 15/30/60 (2) 10 200 1 AP2, Reload 9, 2 Hands
Shepherd's Sling Str+d4 15/30/60 0 1 1 Blunt, Fast, 2 Hands
Military Sling Str+d6 15/30/60 1 5 1 Blunt, Fast, 2 Hands
Slingshot Str+d4-1 5/10/20 (1) 0 1 1 Blunt, Fast, 2 Hands

Blunt weapons do -2 damage against Metal armor.

Snapfire weapons suffer a -2 to attack rolls if the shooter moves on the turn he fires.

Fast weapons can be reloaded on the same turn they are used without incurring a multiple action penalty.

Reload X weapons require X reload actions to reload.

Artillery weapons cannot be fired on the move, cannot fire within their minimum range, may fire past obstacles at -2, and get +1 to hit per successive shot (to a +4) at a stationary target.

Armor[]

Item Armor Weight Cost Location Notes
Thin Leather, Thick Cloth +1 8 30 Head, Torso, Limbs Flexible
Leather Suit, Gambeson +2 15 80 Head, Torso, Limbs Flexible
Reinforced Leather Suit +3 22 150 Head, Torso, Limbs
Scale Suit +4 26 350 Head, Torso, Limbs Metal
Heavy Scale Suit +5 34 750 Head, Torso, Limbs Metal
Mail Suit +5 35 750 Head, Torso, Limbs Flexible, Metal
Iron Plate Suit +5 55 1500 Head, Torso, Limbs Metal
Steel Plate Suit +6 60 2500 Head, Torso, Limbs Metal

The arms, legs, and torso pieces each weigh and cost 1/3rd of the suit weight and cost. A helmet weighs and costs 20% of the weight of the suit weight and cost. Assume there is a slight discount for buying an integrated unit, as redundant and overlapping pieces can be eliminated. Armor that is carried but not worn weighs 50% more, as does unfitted metal armor.

Flexible armor is vulnerable to Crushing weapons.

Metal armor is more resistant to Blunt weapons.

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