Melee Weapons Edit
|Punch or Kick||Str||0||0||Blunt, Unarmed|
|Knives and Swords|
|Dagger||Str+d4||1||30||Parry +1, Agile, Off-hand, Throwable 4/8/16|
|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||2||150||Parry +1 (stacks with a dagger), Agile, Off-hand|
|Arming Sword||Str+d8||4||250||Parry +1, Agile, Versatile|
|Saber or Rapier||Str+d6||3||250||Parry +1 (stacks with a dagger), Agile|
|Great Sword||Str+d10||7||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||4||100||Crushing, Versatile|
|War Axe||Str+d10+1||8||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|
|Military Pick||Str+d8+1||7||150||AP2, 2 Hands|
|Warhammer||Str+d8||9||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|
|Spear (Held in One Hand)||Str+d6+1||4||60||Parry +1, Throwable 4/8/16|
|Spear (Held in Two Hands)||Str+d6+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|
|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 Edit
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.
|Shortbow||Str+d6||15/30/60 (2)||2||150||1||AP1, Snapfire, Fast, 2 Hands|
|Longbow||Str+d8||15/30/60 (2)||3||200||1||AP1, Snapfire, Fast, 2 Hands|
|Greatbow||Str+d10||15/30/60 (2)||4||250||1||AP1, Snapfire, Fast, 2 Hands|
|Pistol Crossbow||2d4||15/30/60 (2)||3||100||1||AP1|
|Light Crossbow||2d6||15/30/60 (2)||4||150||1||AP2, 2 Hands|
|Heavy Crossbow||2d8||15/30/60 (2)||6||150||1||AP2, Reload 2, 2 Hands|
|Metal Crossbow||2d10||15/30/60 (2)||7||150||1||AP2, Reload 9, 2 Hands|
|Shepherd's Sling||Str+d4||15/30/60||1||20||1||Blunt, Fast, 2 Hands|
|Military Sling||Str+d6||15/30/60||1||50||1||Blunt, Fast, 2 Hands|
|Slingshot||Str+d4-1||5/10/20 (1)||1||20||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.
|Soft Leather Suit||+1||8||30||Head, Torso, Limbs||Flexible|
|Leather Suit||+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||400||Head, Torso, Limbs||Metal|
|Mail Suit||+5||25||750||Head, Torso, Limbs||Flexible, Metal|
|Iron Plate Suit||+5||30||1500||Head, Torso, Limbs||Metal|
|Steel Plate Suit||+6||36||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 10% 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.