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.