Equipment Rules: Difference between revisions

From FeyworldWiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 132: Line 132:
| valign=top align="center"| B271
| valign=top align="center"| B271
| valign=top | Brawling (p. 182) improves damage
| valign=top | Brawling (p. 182) improves damage
|-  
|- class="greenrow"
| valign=top | Bill
| valign=top | Bill
| valign=top align="center"| 3
| valign=top align="center"| 3
Line 145: Line 145:
| valign=top align="center"| LT55
| valign=top align="center"| LT55
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Bill, Dueling
| valign=top | Bill, Dueling
| valign=top align="center"| 3
| valign=top align="center"| 3
Line 158: Line 158:
| valign=top align="center"| LT55
| valign=top align="center"| LT55
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Blackjack or Sap
| valign=top | Blackjack or Sap
| valign=top align="center"| 1
| valign=top align="center"| 1
Line 210: Line 210:
| valign=top align="center" | B271
| valign=top align="center" | B271
| valign=top | Gives the hand (only) DR 4 and is mutually exclusive with other gloves; Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage.
| valign=top | Gives the hand (only) DR 4 and is mutually exclusive with other gloves; Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage.
|-  
|- class="greenrow"
| valign=top | Club, Light
| valign=top | Club, Light
| valign=top align="center" | 0
| valign=top align="center" | 0
Line 223: Line 223:
| valign=top align="center" | B271
| valign=top align="center" | B271
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Cutlass
| valign=top | Cutlass
| valign=top align="center" | 4
| valign=top align="center" | 4
Line 236: Line 236:
| valign=top align="center" | LT56
| valign=top align="center" | LT56
| valign=top | Has a metal hilt that provides DR 4, cumulative with glove DR – although the hilt is too cramped to accommodate metal gauntlets.
| valign=top | Has a metal hilt that provides DR 4, cumulative with glove DR – although the hilt is too cramped to accommodate metal gauntlets.
|-  
|- class="greenrow"
| valign=top | Dagger
| valign=top | Dagger
| valign=top align="center" | 1
| valign=top align="center" | 1
Line 288: Line 288:
| valign=top align="center" | B272
| valign=top align="center" | B272
| valign=top | A piece of rope used to strangle; see Garrotes (p. 405).
| valign=top | A piece of rope used to strangle; see Garrotes (p. 405).
|-  
|- class="greenrow"
| valign=top | Glaive
| valign=top | Glaive
| valign=top align="center" | 1
| valign=top align="center" | 1
Line 301: Line 301:
| valign=top align="center" | B272
| valign=top align="center" | B272
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Glaive, Dueling
| valign=top | Glaive, Dueling
| valign=top align="center" | 3
| valign=top align="center" | 3
Line 314: Line 314:
| valign=top align="center" | LT56
| valign=top align="center" | LT56
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Halberd
| valign=top | Halberd
| valign=top align="center" | 3
| valign=top align="center" | 3
Line 366: Line 366:
| valign=top align="center" | B273
| valign=top align="center" | B273
| valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).  
| valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).  
|-  
|- class="greenrow"
| valign=top | Kick
| valign=top | Kick
| valign=top align="center" | –
| valign=top align="center" | –
Line 379: Line 379:
| valign=top align="center" | B271
| valign=top align="center" | B271
| valign=top | Brawling (p. 182), Claws (p. 42) and Karate (p. 203) improve damage; if you miss, roll vs. DX to avoid falling.
| valign=top | Brawling (p. 182), Claws (p. 42) and Karate (p. 203) improve damage; if you miss, roll vs. DX to avoid falling.
|-  
|- class="greenrow"
| valign=top | Kick w. Boots
| valign=top | Kick w. Boots
| valign=top align="center" | –
| valign=top align="center" | –
Line 392: Line 392:
| valign=top align="center" | B271
| valign=top align="center" | B271
| valign=top | Brawling (p. 182), and Karate (p. 203) improve damage; if you miss, roll vs. DX to avoid falling.
| valign=top | Brawling (p. 182), and Karate (p. 203) improve damage; if you miss, roll vs. DX to avoid falling.
|-  
|- class="greenrow"
| valign=top | Knife, Large
| valign=top | Knife, Large
| valign=top align="center" | 0
| valign=top align="center" | 0
Line 444: Line 444:
| valign=top align="center" | LT58
| valign=top align="center" | LT58
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Knuckles, Bare
| valign=top | Knuckles, Bare
| valign=top align="center" | –
| valign=top align="center" | –
Line 457: Line 457:
| valign=top align="center" | B271
| valign=top align="center" | B271
| valign=top | Boxing (p. 182), Brawling (p. 182), Claws (p. 42) and Karate (p. 203) improve damage
| valign=top | Boxing (p. 182), Brawling (p. 182), Claws (p. 42) and Karate (p. 203) improve damage
|-  
|- class="greenrow"
| valign=top | Knuckles, Brass
| valign=top | Knuckles, Brass
| valign=top align="center" | 1
| valign=top align="center" | 1
Line 470: Line 470:
| valign=top align="center" | B271
| valign=top align="center" | B271
| valign=top | Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage.
| valign=top | Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage.
|-  
|- class="greenrow"
| valign=top | Lance
| valign=top | Lance
| valign=top align="center" | 2
| valign=top align="center" | 2
Line 522: Line 522:
| valign=top align="center" | B274
| valign=top align="center" | B274
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Morningstar
| valign=top | Morningstar
| valign=top align="center" | 3
| valign=top align="center" | 3
Line 535: Line 535:
| valign=top align="center" | B272
| valign=top align="center" | B272
| valign=top | Attempts to parry flails are at -4, and fencing weapons (“F” parry) cannot parry at all! Attempts to block flails are at -2.
| valign=top | Attempts to parry flails are at -4, and fencing weapons (“F” parry) cannot parry at all! Attempts to block flails are at -2.
|-  
|- class="greenrow"
| valign=top | Myrmex
| valign=top | Myrmex
| valign=top align="center" | 1
| valign=top align="center" | 1
Line 548: Line 548:
| valign=top align="center" | B271
| valign=top align="center" | B271
| valign=top | Gives the hand (only) DR 1 and is mutually exclusive with other gloves; Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage.
| valign=top | Gives the hand (only) DR 1 and is mutually exclusive with other gloves; Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage.
|-  
|- class="greenrow"
| valign=top | Oar
| valign=top | Oar
| valign=top align="center" | 0
| valign=top align="center" | 0
Line 600: Line 600:
| valign=top align="center" | B272
| valign=top align="center" | B272
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Rondel Dagger
| valign=top | Rondel Dagger
| valign=top align="center" | 3
| valign=top align="center" | 3
Line 613: Line 613:
| valign=top align="center" | LT56
| valign=top align="center" | LT56
| valign=top | Reduce penalty for targeting chinks in armor (p. B400) by -2.
| valign=top | Reduce penalty for targeting chinks in armor (p. B400) by -2.
|-  
|- class="greenrow"
| valign=top | Round Mace
| valign=top | Round Mace
| valign=top align="center" | 0
| valign=top align="center" | 0
Line 626: Line 626:
| valign=top align="center" | LT58
| valign=top align="center" | LT58
| valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).  
| valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).  
|-  
|- class="greenrow"
| valign=top | Round Mace, Small
| valign=top | Round Mace, Small
| valign=top align="center" | 0
| valign=top align="center" | 0
Line 678: Line 678:
| valign=top align="center" | B273
| valign=top align="center" | B273
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Sickle
| valign=top | Sickle
| valign=top align="center" | 1
| valign=top align="center" | 1
Line 691: Line 691:
| valign=top align="center" | LT62
| valign=top align="center" | LT62
| valign=top | When used to impale, may get stuck; see Picks (p. B405); When used to thrust, hook enables the rules under Hook (p. LT54), and may also damage the victim.
| valign=top | When used to impale, may get stuck; see Picks (p. B405); When used to thrust, hook enables the rules under Hook (p. LT54), and may also damage the victim.
|-  
|- class="greenrow"
| valign=top | Spear
| valign=top | Spear
| valign=top align="center" | 0
| valign=top align="center" | 0
Line 704: Line 704:
| valign=top align="center" | B273
| valign=top align="center" | B273
| valign=top | Can be used one handed or two handed; can be thrown, see Muscle- Powered Ranged Weapon Table (p. 275)
| valign=top | Can be used one handed or two handed; can be thrown, see Muscle- Powered Ranged Weapon Table (p. 275)
|-  
|- class="greenrow"
| valign=top | Spear, Heavy
| valign=top | Spear, Heavy
| valign=top align="center" | 1
| valign=top align="center" | 1
Line 756: Line 756:
| valign=top align="center" | LT61
| valign=top align="center" | LT61
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top| Staff, Quarterstaff
| valign=top| Staff, Quarterstaff
| valign=top align="center" | 0
| valign=top align="center" | 0
Line 769: Line 769:
| valign=top align="center" | B273
| valign=top align="center" | B273
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Staff, Quarterstaff
| valign=top | Staff, Quarterstaff
| valign=top align="center" | 0
| valign=top align="center" | 0
Line 782: Line 782:
| valign=top align="center" | B274
| valign=top align="center" | B274
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Staff, Short
| valign=top | Staff, Short
| valign=top align="center" | 0
| valign=top align="center" | 0
Line 834: Line 834:
| valign=top align="center" | B271
| valign=top align="center" | B271
| valign=top | See p. 88.
| valign=top | See p. 88.
|-  
|- class="greenrow"
| valign=top | Sword, Bastard
| valign=top | Sword, Bastard
| valign=top align="center" | 3
| valign=top align="center" | 3
Line 847: Line 847:
| valign=top align="center" | B271
| valign=top align="center" | B271
| valign=top | Can be used one handed or two handed.
| valign=top | Can be used one handed or two handed.
|-  
|- class="greenrow"
| valign=top | Sword, Broad
| valign=top | Sword, Broad
| valign=top align="center" | 2
| valign=top align="center" | 2
Line 860: Line 860:
| valign=top align="center" | B271
| valign=top align="center" | B271
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Sword, Cutlass
| valign=top | Sword, Cutlass
| valign=top align="center" | 4
| valign=top align="center" | 4
Line 912: Line 912:
| valign=top align="center" | LT61
| valign=top align="center" | LT61
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Sword, Rapier, Edged, Light
| valign=top | Sword, Rapier, Edged, Light
| valign=top align="center" | 4
| valign=top align="center" | 4
Line 925: Line 925:
| valign=top align="center" | LT61
| valign=top align="center" | LT61
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Sword, Rapier, Light
| valign=top | Sword, Rapier, Light
| valign=top align="center" | 4
| valign=top align="center" | 4
Line 938: Line 938:
| valign=top align="center" | LT61
| valign=top align="center" | LT61
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Sword, Saber
| valign=top | Sword, Saber
| valign=top align="center" | 4
| valign=top align="center" | 4
Line 990: Line 990:
| valign=top align="center" | B271
| valign=top align="center" | B271
| valign=top | Can be used one handed or two handed.
| valign=top | Can be used one handed or two handed.
|-  
|- class="greenrow"
| valign=top | Sword, Thrusting Broadsword
| valign=top | Sword, Thrusting Broadsword
| valign=top align="center" | 2
| valign=top align="center" | 2
Line 1,003: Line 1,003:
| valign=top align="center" | B271
| valign=top align="center" | B271
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Sword, Thrusting Greatsword
| valign=top | Sword, Thrusting Greatsword
| valign=top align="center" | 3
| valign=top align="center" | 3
Line 1,016: Line 1,016:
| valign=top align="center" | B274
| valign=top align="center" | B274
| valign=top |  
| valign=top |  
|-  
|- class="greenrow"
| valign=top | Teeth, Blunt
| valign=top | Teeth, Blunt
| valign=top align="center" | –
| valign=top align="center" | –
Line 1,068: Line 1,068:
| valign=top align="center" | LT64
| valign=top align="center" | LT64
| valign=top | -2 to hit; Can be used one or two handed; can strike to disarm (p. B401) without -2 to hit for using a non-fencing weapon; Target at -1 to Dodge, +1 to Block or Parry.
| valign=top | -2 to hit; Can be used one or two handed; can strike to disarm (p. B401) without -2 to hit for using a non-fencing weapon; Target at -1 to Dodge, +1 to Block or Parry.
|-  
|- class="greenrow"
| valign=top | Warhammer
| valign=top | Warhammer
| valign=top align="center" | 3
| valign=top align="center" | 3
Line 1,081: Line 1,081:
| valign=top align="center" | B274
| valign=top align="center" | B274
| valign=top | May get stuck; see Picks (p. B405).
| valign=top | May get stuck; see Picks (p. B405).
|-  
|- class="greenrow"
| valign=top | Whip
| valign=top | Whip
| valign=top align="center" | 1
| valign=top align="center" | 1
Line 1,094: Line 1,094:
| valign=top align="center" | B274
| valign=top align="center" | B274
| valign=top |  Specify maximum reach (up to 7 yards) when bought.  Cost and weight are per yard. ST is 5, +1 per yard. Many special rules apply; be sure to see Whips (p. 406).
| valign=top |  Specify maximum reach (up to 7 yards) when bought.  Cost and weight are per yard. ST is 5, +1 per yard. Many special rules apply; be sure to see Whips (p. 406).
|-  
|- class="greenrow"
| valign=top | Whip, Light
| valign=top | Whip, Light
| valign=top align="center" | 1
| valign=top align="center" | 1
Line 1,178: Line 1,178:
|  valign=top align="center" | B276
|  valign=top align="center" | B276
|  valign=top | Requires two hands to ready, but only one hand to attack.
|  valign=top | Requires two hands to ready, but only one hand to attack.
|-  
|- class="greenrow"
|  valign=top | Axe, Throwing
|  valign=top | Axe, Throwing
|  valign=top align="center" | 0
|  valign=top align="center" | 0
Line 1,195: Line 1,195:
|  valign=top align="center" | B276
|  valign=top align="center" | B276
|  valign=top |  
|  valign=top |  
|-  
|- class="greenrow"
|  valign=top | Blowpipe
|  valign=top | Blowpipe
|  valign=top align="center" | 0
|  valign=top align="center" | 0
Line 1,212: Line 1,212:
|  valign=top align="center" | B275
|  valign=top align="center" | B275
|  valign=top | Requires two hands to ready, but only one hand to attack
|  valign=top | Requires two hands to ready, but only one hand to attack
|-  
|- class="greenrow"
|  valign=top | Bola Perdida
|  valign=top | Bola Perdida
|  valign=top align="center" | 0
|  valign=top align="center" | 0
Line 1,280: Line 1,280:
|  valign=top align="center" | B275
|  valign=top align="center" | B275
|  valign=top |  
|  valign=top |  
|-  
|- class="greenrow"
|  valign=top | Bow, Long
|  valign=top | Bow, Long
|  valign=top align="center" | 0
|  valign=top align="center" | 0
Line 1,297: Line 1,297:
|  valign=top align="center" | B275
|  valign=top align="center" | B275
|  valign=top |  
|  valign=top |  
|-  
|- class="greenrow"
|  valign=top | Bow, Regular
|  valign=top | Bow, Regular
|  valign=top align="center" | 0
|  valign=top align="center" | 0
Line 1,314: Line 1,314:
|  valign=top align="center" | B275
|  valign=top align="center" | B275
|  valign=top |  
|  valign=top |  
|-  
|- class="greenrow"
|  valign=top | Bow, Short
|  valign=top | Bow, Short
|  valign=top align="center" | 0
|  valign=top align="center" | 0
Line 1,382: Line 1,382:
|  valign=top align="center" | B276
|  valign=top align="center" | B276
|  valign=top |  
|  valign=top |  
|-  
|- class="greenrow"
|  valign=top | Crossbow, Fowling
|  valign=top | Crossbow, Fowling
|  valign=top align="center" | 4
|  valign=top align="center" | 4
Line 1,399: Line 1,399:
|  valign=top align="center" | LT74
|  valign=top align="center" | LT74
|  valign=top | When cocked with a cranequin (p. LT79), user's ST x  1.5; fowling crossbow is usually ST 15; use half rated ST to determine range and damage.
|  valign=top | When cocked with a cranequin (p. LT79), user's ST x  1.5; fowling crossbow is usually ST 15; use half rated ST to determine range and damage.
|-  
|- class="greenrow"
|  valign=top | Crossbow, Hunting
|  valign=top | Crossbow, Hunting
|  valign=top align="center" | 4
|  valign=top align="center" | 4
Line 1,416: Line 1,416:
|  valign=top align="center" | LT74
|  valign=top align="center" | LT74
|  valign=top | When cocked with a cranequin (p. LT79), user's ST x 2; hunting crossbow is usually ST 20; use half rated ST to determine range and damage.
|  valign=top | When cocked with a cranequin (p. LT79), user's ST x 2; hunting crossbow is usually ST 20; use half rated ST to determine range and damage.
|-  
|- class="greenrow"
|  valign=top | Crossbow, Military
|  valign=top | Crossbow, Military
|  valign=top align="center" | 4
|  valign=top align="center" | 4
Line 1,484: Line 1,484:
|  valign=top align="center" | B276
|  valign=top align="center" | B276
|  valign=top |  
|  valign=top |  
|-  
|- class="greenrow"
|  valign=top | Dart, Throwing
|  valign=top | Dart, Throwing
|  valign=top align="center" | 2
|  valign=top align="center" | 2
Line 1,501: Line 1,501:
|  valign=top align="center" | LT74
|  valign=top align="center" | LT74
|  valign=top |  
|  valign=top |  
|-  
|- class="greenrow"
|  valign=top | Discus
|  valign=top | Discus
|  valign=top align="center" | 1
|  valign=top align="center" | 1
Line 1,518: Line 1,518:
|  valign=top align="center" | LT72
|  valign=top align="center" | LT72
|  valign=top |  
|  valign=top |  
|-  
|- class="greenrow"
|  valign=top | Harpoon
|  valign=top | Harpoon
|  valign=top align="center" | 2
|  valign=top align="center" | 2
Line 1,586: Line 1,586:
|  valign=top align="center" | B276
|  valign=top align="center" | B276
|  valign=top |  
|  valign=top |  
|-  
|- class="greenrow"
|  valign=top | Knife, Small
|  valign=top | Knife, Small
|  valign=top align="center" | 0
|  valign=top align="center" | 0
Line 1,603: Line 1,603:
|  valign=top align="center" | B276
|  valign=top align="center" | B276
|  valign=top |  
|  valign=top |  
|-  
|- class="greenrow"
|  valign=top | Knife, Throwing, Large
|  valign=top | Knife, Throwing, Large
|  valign=top align="center" | 2
|  valign=top align="center" | 2
Line 1,620: Line 1,620:
|  valign=top align="center" | LT75
|  valign=top align="center" | LT75
|  valign=top |  
|  valign=top |  
|-  
|- class="greenrow"
|  valign=top | Knife, Throwing, Small
|  valign=top | Knife, Throwing, Small
|  valign=top align="center" | 2
|  valign=top align="center" | 2
Line 1,688: Line 1,688:
|  valign=top align="center" | LT58
|  valign=top align="center" | LT58
|  valign=top |  
|  valign=top |  
|-  
|- class="greenrow"
|  valign=top | Mace, Small
|  valign=top | Mace, Small
|  valign=top align="center" | 2
|  valign=top align="center" | 2
Line 1,705: Line 1,705:
|  valign=top align="center" | B276
|  valign=top align="center" | B276
|  valign=top |  
|  valign=top |  
|-  
|- class="greenrow"
|  valign=top | Net, Large
|  valign=top | Net, Large
|  valign=top align="center" | 0
|  valign=top align="center" | 0
Line 1,722: Line 1,722:
|  valign=top align="center" | B276
|  valign=top align="center" | B276
|  valign=top | May entangle or ensnare the target; see Special Ranged Weapons (p. B411); a net has no 1/2D range, max range is (ST/2 + Skill/5) for a large net
|  valign=top | May entangle or ensnare the target; see Special Ranged Weapons (p. B411); a net has no 1/2D range, max range is (ST/2 + Skill/5) for a large net
|-  
|- class="greenrow"
|  valign=top | Net, Melee
|  valign=top | Net, Melee
|  valign=top align="center" | 2
|  valign=top align="center" | 2
Line 1,790: Line 1,790:
|  valign=top align="center" | LT74
|  valign=top align="center" | LT74
|  valign=top | Can fire stones (TL0) or lead bullets (TL2). Lead bullets give +1 damage and double range
|  valign=top | Can fire stones (TL0) or lead bullets (TL2). Lead bullets give +1 damage and double range
|-  
|- class="greenrow"
|  valign=top | Spear
|  valign=top | Spear
|  valign=top align="center" | 0
|  valign=top align="center" | 0
Line 1,807: Line 1,807:
|  valign=top align="center" | B276
|  valign=top align="center" | B276
|  valign=top |  
|  valign=top |  
|-  
|- class="greenrow"
|  valign=top | Staff Sling
|  valign=top | Staff Sling
|  valign=top align="center" | 1
|  valign=top align="center" | 1
Line 1,824: Line 1,824:
|  valign=top align="center" | B276
|  valign=top align="center" | B276
|  valign=top | Can fire stones (TL0) or lead bullets (TL2).
|  valign=top | Can fire stones (TL0) or lead bullets (TL2).
|-  
|- class="greenrow"
|  valign=top | Stake, Wooden
|  valign=top | Stake, Wooden
|  valign=top align="center" | 0
|  valign=top align="center" | 0

Revision as of 17:31, 3 June 2015

Melee Weapons

Weapon TL Swing Damage Thrust Damage Reach Parry Cost Weight ST Skill Ref Notes
Axe 0 sw+2 cut 1 0U 5 sp 4 11 Axe/Mace B271
Axe, Great 1 sw+3 cut 1, 2* 0U 10 sp 8 12‡ Two-Handed Axe/Mace B274
Axe, Long 2 sw+3 cut 1, 2* 0U 7.5 sp 6 11‡ Two-Handed Axe/Mace LT58
Axe, Small 0 sw+1 cut 1 0U 4.5 sp 3 10 Axe/Mace LT54
Axe, Throwing 0 sw+2 cut 1 0U 6 sp 4 11 Axe/Mace B271 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Axe, Throwing, Small 0 sw+1 cut 1 0U 5 sp 3 10 Axe/Mace LT64 Can be thrown, see Muscle-Powered Ranged Weapon Table (p. B275).
Baton 0 sw cr thr cr 1 0 2 sp 1 6 Shortsword B273
Baton, Short 0 sw-1 cr thr cr C, 1 / C -1 3 sp 0.5 5 Knife LT54
Beak, Sharp thr-1 pi+ C No Brawling or DX B271 Brawling (p. 182) improves damage
Bill 3 sw+3 cut thr+3 imp / thr-1 cut 2,3*/1-3*/1-3* 0U 12.5 sp 8 11‡ / 11† / 11† Polearm LT55
Bill, Dueling 3 sw+2 cut thr+3 imp / thr-1 cut 1,2* 0U / 0 / 0U 10 sp 6 9† Polearm LT55
Blackjack or Sap 1 thr cr C 0 2 sp 1 7 Brawling or DX B271 Brawling (p. 182) improves damage
Bola Perdida 0 sw cr 1 -2U 1 sp 1 6 Flail LT55 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275); Attempts to parry bolas are at -2, and fencing weapons (“F” parry) cannot parry at all!  Attempts to block flails are at -1.
Bolas 0 sw+1 cr 1 -2U 2 sp 2 7 Flail LT55 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275); Attempts to parry bolas are at -2, and fencing weapons (“F” parry) cannot parry at all!  Attempts to block flails are at -1.
Cestus 2 thr cr C 0 5 sp 1 Boxing, Brawling, Karate, or DX B271 Gives the hand (only) DR 4 and is mutually exclusive with other gloves; Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage.
Club, Light 0 sw+1 cr thr+1 cr 1 0 0.5 sp 3 10 Broadsword B271
Cutlass 4 sw cut thr+1 imp 1 0 50 sp 2 8 Shortsword LT56 Has a metal hilt that provides DR 4, cumulative with glove DR – although the hilt is too cramped to accommodate metal gauntlets.
Dagger 1 thr-1 imp C -1 2 sp 0.25 5 Knife B272 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Estoc 3 thr+2 imp sw+1 cr 1 0 50 sp 3 10 Broadsword LT56 Reduce penalty for targeting chinks in armor (p. B400) by -2
Flail 2 sw+4 cr 1, 2* 0U 10 sp 8 13† Two-Handed Flail B274 Attempts to parry flails are at -4, and fencing weapons (“F” parry) cannot parry at all! Attempts to block flails are at -2.
Garrote 0 spec. spec. C No 0.2 sp neg. Garrote B272 A piece of rope used to strangle; see Garrotes (p. 405).
Glaive 1 sw+3 cut thr+3 imp 2, 3* / 1-3* 0U 10 sp 8 11‡ / 11† Polearm B272
Glaive, Dueling 3 sw+2 cut thr + 3 imp 1,2* 0U/ 0 8 sp 6 9† Polearm LT56
Halberd 3 sw+5 cut / sw+4 imp thr+3 imp 2, 3* / 1-3* 0U 15 sp 12 13‡ / 12† Polearm B272 When impaling May get stuck; see Picks (p. B405).
Halberd, Dueling 3 sw+4 cut / sw+3 imp thr+3 imp 1,2* 0U / 0U / 0 12 sp 10 12† / 12† / 11† Polearm LT56 When impaling May get stuck; see Picks (p. B405).
Hatchet 0 sw cut 1 0 4 sp 2 8 Axe/Mace B271 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Javelin 1 thr+1 imp 1 0 3 sp 2 6 Spear B273 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Kick thr cr C, 1 No Brawling-2, Karate-2, or DX-2 B271 Brawling (p. 182), Claws (p. 42) and Karate (p. 203) improve damage; if you miss, roll vs. DX to avoid falling.
Kick w. Boots thr+1 cr C, 1 No Brawling-2, Karate-2, or DX-2 B271 Brawling (p. 182), and Karate (p. 203) improve damage; if you miss, roll vs. DX to avoid falling.
Knife, Large 0 sw-2 cut thr imp C, 1 / C -1 4 sp 1 6 Knife B272 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Knife, Long 1 sw-1 cut thr imp C, 1 0 12 sp 1.5 7 Knife LT56
Knife, Small 0 sw-3 cut thr-1 imp C, 1 / C -1 3 sp 0.5 5 Knife B272 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Knobbed Club 0 sw+1 cr 1 0 2 sp 2 8 Axe/Mace LT58
Knuckles, Bare thr-1 cr C 0 Boxing, Brawling, Karate, or DX B271 Boxing (p. 182), Brawling (p. 182), Claws (p. 42) and Karate (p. 203) improve damage
Knuckles, Brass 1 thr cr C 0 1 sp 0.25 Boxing, Brawling, Karate, or DX B271 Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage.
Lance 2 thr+3 imp 4 No 6 sp 6 12 Lance B272 Damage increases in a mounted charge; see Cavalry Weapons (p. 397).
Mace 2 sw+3 cr 1 0U 5 sp 5 12 Axe/Mace B271 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Mace, Small 2 sw+2 cr 1 0U 3.5 sp 3 10 Axe/Mace B271 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Maul 0 sw+4 cr 1, 2* 0U 8 sp 12 13‡ Two-Handed Axe/Mace B274
Morningstar 3 sw+3 cr 1 0U 8 sp 6 12 Flail B272 Attempts to parry flails are at -4, and fencing weapons (“F” parry) cannot parry at all! Attempts to block flails are at -2.
Myrmex 1 thr cr C 0 2 sp 0.25 Boxing, Brawling, Karate, or DX B271 Gives the hand (only) DR 1 and is mutually exclusive with other gloves; Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage.
Oar 0 sw+3 cr 1,2* 0U 4 sp 8 12‡ Polearm LT60
Pick 3 sw+1 imp 1 0U 7 sp 3 10 Axe/Mace B271 May get stuck; see Picks (p. B405).
Pike 2 thr+3 imp 4, 5* 0U / 0 8 sp 13 12† Spear LT60
Poleaxe 3 sw+4 cut / sw+4 cr 2, 3* 0U 12 sp 10 12‡ Polearm B272
Rondel Dagger 3 thr imp C -1 4 sp 1 6 Knife/Main-Gauche LT56 Reduce penalty for targeting chinks in armor (p. B400) by -2.
Round Mace 0 sw+2 cr 1 0U 3.5 sp 5 12 Axe/Mace LT58 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Round Mace, Small 0 sw+1 cr 1 0U 2.5 sp 3 10 Axe/Mace LT58 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Scythe 1 sw+2 cut / sw imp 1 0U 1.5 sp 5 11‡ Two-Handed Axe/Mace B274 If using tip (impaling damage), May get stuck; see Picks (p. B405).
Shield Bash 0 thr cr 1 No var var. Shield B273
Shield Bash w. Spike 1 thr+1 cr 1 No 2 sp 5 Shield B273
Sickle 1 sw cut/sw imp thr-2 cut 1 0 / 0U / 0U 4 sp 2 8 Axe/Mace LT62 When used to impale, may get stuck; see Picks (p. B405); When used to thrust, hook enables the rules under Hook (p. LT54), and may also damage the victim.
Spear 0 thr+2 imp / thr+3 imp 1* / 1, 2* 0 4 sp 4 9 / 9† Spear B273 Can be used one handed or two handed; can be thrown, see Muscle- Powered Ranged Weapon Table (p. 275)
Spear, Heavy 1 thr+4 imp / thr+3 cut 2,3* / 3 0U 9 sp 6 11† Spear LT62 Cutting damage is tip slash
Spear, Long 2 thr+2 imp / thr+3 imp 2, 3* 0U / 0 6 sp 5 10 / 10† Spear LT62 Can be used one handed or two handed; can be thrown, see Muscle- Powered Ranged Weapon Table (p. 275)
Spear, Short 1 thr+1 imp/thr cut 1 0 3 sp 2 6 Spear LT62 Cutting damage is tip slash
Staff, Long 0 sw+2 cr thr+2 cr 2,3 2 1.5 sp 5 10† Spear LT61
Staff, Quarterstaff 0 thr+2 cr 1, 2 2 1 sp 4 7† Staff B273
Staff, Quarterstaff 0 sw+2 cr thr+1 cr 1, 2 / 2 0 1 sp 4 9† Two-Handed Sword B274
Staff, Short 0 sw cr thr cr 1 0F 2 sp 1 6 Smallsword B273
Stake, Wooden 0 thr(0.5) imp C -1 0.4 sp 0.5 5 Knife B272 Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
Stiletto 3 thr-1 imp C 1 2 sp 0.25 5 Knife/Main-Gauche LT56 Reduce penalty for targeting chinks in armor (p. B400) by -2.
Striker var. var. var. var. Brawling or DX B271 See p. 88.
Sword, Bastard 3 sw+1 cut / sw+2 cut thr+1 cr / thr+2 cr 1, 2 / 2 0U/ 0 65 sp 5 11 / 10† Broadsword / Two-Handed Sword B271 Can be used one handed or two handed.
Sword, Broad 2 sw+1 cut thr+1 cr 1 0 50 sp 3 10 Broadsword B271
Sword, Cutlass 4 sw cut thr imp 1 0 30 sp 2 8 Shortsword B273 Hilt counts as brass knuckles in close combat.
Sword, Great 3 sw+3 cut thr+2 cr 1, 2 / 2 0 80 sp 7 12† Two-Handed Sword B274
Sword, Rapier 4 thr+1 imp 1, 2 0F 50 sp 2.75 9 Rapier B273
Sword, Rapier, Edged 4 sw cut thr+1 imp 1,2 0F 100 sp 3 10 Rapier LT61
Sword, Rapier, Edged, Light 4 sw-1 cut thr+1 imp 1 0F 70 sp 2.25 8 Rapier LT61
Sword, Rapier, Light 4 thr+1 imp 1 0F 40 sp 2 8 Rapier LT61
Sword, Saber 4 sw-1 cut thr+1 imp 1 0F 70 sp 2 8 Saber LT61
Sword, Short 2 sw cut thr imp 1 0 40 sp 2 8 Shortsword B273
Sword, Small 4 thr+1 imp 1 0F 40 sp 1.5 5 Smallsword B273
Sword, Thrusting Bastard 3 sw+1 cut / sw+2 cut thr+2 imp / thr+3 imp 1, 2 / 2 0U / 0 75 sp 5 11 / 10† Broadsword / Two-Handed Sword B271 Can be used one handed or two handed.
Sword, Thrusting Broadsword 2 sw+1 cut thr+2 imp 1 0 60 sp 3 10 Broadsword B271
Sword, Thrusting Greatsword 3 sw+3 cut thr+3 imp 1, 2 / 2 0 90 sp 7 12† Two-Handed Sword B274
Teeth, Blunt thr-1 cr C No Brawling or DX B271 Brawling (p. 182) improves damage
Teeth, Fangs thr-1 imp C No Brawling or DX B271 Brawling (p. 182) improves damage
Teeth, Sharp thr-1 cut C No Brawling or DX B271 Brawling (p. 182) improves damage
Trident 2 thr + 3(0.5) imp / thr + 4 (0.5) imp 1* / 1, 2* 0U / 0 8 sp 5 11 / 10† Spear LT64 -2 to hit; Can be used one or two handed; can strike to disarm (p. B401) without -2 to hit for using a non-fencing weapon; Target at -1 to Dodge, +1 to Block or Parry.
Warhammer 3 sw+3 imp 1, 2* 0U 10 sp 7 12‡ Two-Handed Axe/Mace B274 May get stuck; see Picks (p. B405).
Whip 1 sw-2(0.5) cr 1-7* -2U 2 sp 2 var. Whip B274  Specify maximum reach (up to 7 yards) when bought. Cost and weight are per yard. ST is 5, +1 per yard. Many special rules apply; be sure to see Whips (p. 406).
Whip, Light 1 sw-5(0.5) cr 1-7* -2U 2 sp 0.5 var. Whip LT64  Specify maximum reach (up to 7 yards) when bought. Cost and weight are per yard. ST is 5, +1 per yard. Many special rules apply; be sure to see Whips (p. 406).

Missile Weapons

Weapon TL Damage Acc Range Weight RoF Shots Ready Ammo Cost ST Bulk Skill Ref Notes
“Goat’s Foot” 3 2 -20 5 sp 7† Crossbow B276 Cocking lever to reload a high-ST crossbow or prodd. You can reload a weapon up to 4 ST over your own with 20 one-second Ready maneuvers.
Atlatl with Dart 0 sw-1 imp 1 x3/x4 1 1 1 1 Dart 2 sp 5 -3 Spear Thrower B276 Requires two hands to ready, but only one hand to attack.
Atlatl with Javelin 0 sw+1 imp 3 x2/x3 2 1 1 1 Bullet 3 sp 6 -4 Spear Thrower B276 Requires two hands to ready, but only one hand to attack.
Axe, Throwing 0 sw+2 cut 2 x1/x1.5 4 1 Thr 1 Thrown 6 sp 11 -3 Thrown Weapon (Axe/Mace) B276
Blowpipe 0 1d-3 pi- 1 x4 1 1 1 2 Dart 3 sp 2 -6 Blowpipe B275 Requires two hands to ready, but only one hand to attack
Bola Perdida 0 sw cr 0 x6/x10 1 1 Thr 1 Thrown 1 sp 6 -2 Bolas LT72
Bola Perdida 0 sw cr 0 x6/x10 1 1 Thr 1 Thrown 1 sp 6 -2 Sling LT72
Bolas 0 thr-1 cr 0 x3 2 1 Thr 1 Thrown 2 sp 7 -2 Bolas B275 May entangle or ensnare the target; see Special Ranged Weapons (p. B411).
Bow, Composite 1 thr+3 imp 3 x20/x25 4 1 1 2 Arrow 90 sp 10† -7 Bow B275
Bow, Long 0 thr+2 imp 3 x15/x20 3 1 1 2 Arrow 20 sp 11† -8 Bow B275
Bow, Regular 0 thr+1 imp 2 x15/x20 2 1 1 2 Arrow 10 sp 10† -7 Bow B275
Bow, Short 0 thr imp 1 x10/x15 2 1 1 2 Arrow 5 sp 7† -6 Bow B275
Cloak, Heavy 1 spec. 1 2 5 1 Thr 1 Thrown 5 sp 8 -6 Cloak B275 May entangle or ensnare the target; see Special Ranged Weapons (p. B411).
Cloak, Light 1 spec. 1 2 2 1 Thr 1 Thrown 2 sp 5 -4 Cloak B275 May entangle or ensnare the target; see Special Ranged Weapons (p. B411).
Crossbow 2 thr+4 imp 4 x20x25 6 1 1 4 Bolt 15 sp 7† -6 Crossbow B276
Crossbow, Fowling 4 thr+5 imp 4 x25/x30 9 1 1 8 Bolt 45 sp 8† -6 Crossbow LT74 When cocked with a cranequin (p. LT79), user's ST x 1.5; fowling crossbow is usually ST 15; use half rated ST to determine range and damage.
Crossbow, Hunting 4 thr+5 imp 4 x25/x30 12 1 1 13 Bolt 60 sp 10† -7 Crossbow LT74 When cocked with a cranequin (p. LT79), user's ST x 2; hunting crossbow is usually ST 20; use half rated ST to determine range and damage.
Crossbow, Military 4 thr+5 imp 4 x25/x30 15 1 1 50 Bolt 75 sp 12† -8 Crossbow LT74 When cocked with a cranequin (p. LT79), user's ST x 3; military crossbow is usually ST 30; use half rated ST to determine range and damage.
Crossbow, Pistol 3 thr+2 imp 1 x15/x20 4 1 1 4 Dart 15 sp 7 -4 Crossbow B276 Requires two hands to ready, but only one hand to attack
Crossbow, Prodd 3 thr+4 pi 2 x20/x25 6 1 1 4 Pellet 15 sp 7† -6 Crossbow B276
Dagger 1 thr-1 imp 0 x0.5/x1 0.25 1 Thr 1 Thrown 2 sp 5 -1 Thrown Weapon (Knife) B276
Dart, Throwing 2 thr imp 1 x1/x1.5 1 1 Thr 1 Thrown 2 sp 6 -2 Thrown Weapon (Dart) LT74
Discus 1 thr+2 cr 2 x4/x6 2 1 Thr 1 Thrown 4 sp 6 -3 Thrown Weapon (Disc) LT72
Harpoon 2 thr+5 imp 2 x1/x1.5 6 1 Thr 1 Thrown 6 sp 11 -6 Thrown Weapon (Harpoon) B276 Tethered. Requires a Ready maneuver and a successful ST roll to pull out (if you fail, you may try again next turn). Does half the damage coming out that it did going in.
Hatchet 0 sw cut 1 x1.5/x2.5 2 1 Thr 1 Thrown 4 sp 8 -2 Thrown Weapon (Axe/Mace) B276
Javelin 1 thr+1 imp 3 x1.5/x2.5 2 1 Thr 1 Thrown 3 sp 6 -4 Thrown Weapon (Spear) B276
Knife, Large 0 thr imp 0 x0.8/x1.5 1 1 Thr 1 Thrown 4 sp 6 -2 Thrown Weapon (Knife) B276
Knife, Small 0 thr-1 imp 0 x0.5/x1 0.5 1 Thr 1 Thrown 3 sp 5 -1 Thrown Weapon (Knife) B276
Knife, Throwing, Large 2 thr imp 1 x1/x2 1 1 Thr 1 Thrown 4 sp 6 -1 Thrown Weapon (Knife) LT75
Knife, Throwing, Small 2 thr-1 imp 1 x0.8/x1.5 0.5 1 Thr 1 Thrown 3 sp 5 0 Thrown Weapon (Knife) LT75
Lariat 1 spec. 0 spec. 3 1 Thr spec. Thrown 4 sp 7† -2 Lasso B276 May entangle or ensnare the target; see Special Ranged Weapons (p. B411).
Mace 2 sw+3 cr 1 x0.5/x1 5 1 Thr 1 Thrown 5 sp 12 -4 Thrown Weapon (Axe/Mace) B276
Mace, Round 0 sw+2 cr 1 x0.5/x1 5 1 Thr 1 Thrown 3.5 sp 12 -4 Thrown Weapon (Axe/Mace) LT58
Mace, Small 2 sw+2 cr 1 x1/x1.5 3 1 Thr 1 Thrown 3.5 sp 10 -3 Thrown Weapon (Axe/Mace) B276
Net, Large 0 spec. 1 spec. 20 1 Thr 1 Thrown 4 sp 11 -6 Net B276 May entangle or ensnare the target; see Special Ranged Weapons (p. B411); a net has no 1/2D range, max range is (ST/2 + Skill/5) for a large net
Net, Melee 2 spec. 1 spec. 5 1 Thr 1 Thrown 2 sp 8 -4 Net B276 May entangle or ensnare the target; see Special Ranged Weapons (p. B411); a net has no 1/2D range, max range is (ST + Skill/5) for a melee net.
Sling 0 sw pi 0 x6/x10 0.5 1 1 2 Bullet 2 sp 6 -4 Sling B276 Requires two hands to ready, but only one hand to attack; can fire stones (TL0) or lead bullets (TL2). Lead bullets give +1 damage and double range
Sling, Dart 1 sw imp 1 x6/x10 0.5 1 1 2 Dart 2 sp 6 -4 Sling LT74 Requires two hands to ready, but only one hand to attack
Sling, Heavy 0 sw+2 cr 1 x3/x6 1 1 1 2 Bullet 2 sp 8† -5 Sling LT74 Can fire stones (TL0) or lead bullets (TL2). Lead bullets give +1 damage and double range
Spear 0 thr+3 imp 2 x1/x1.5 4 1 Thr 1 Thrown 4 sp 9 -6 Thrown Weapon (Spear) B276
Staff Sling 1 sw+1 pi 1 x10/x15 2 1 1 2 Bullet 2 sp 7† -6 Sling B276 Can fire stones (TL0) or lead bullets (TL2).
Stake, Wooden 0 thr(0.5) imp 0 x0.5/x1 0.5 1 Thr 1 Thrown 0.4 sp 5 -2 Thrown Weapon (Knife) B276
 
This article is part of the Feyworld Sourcebook

Introduction ·  Geography ·  History ·  Culture ·  Races ·  Magic ·  Religion ·  Rules

GURPS Rules

Campaign · Character Creation · Advantages · Disadvantages · Skills · Magic · Psionics · Templates · Equipment · Character Development · Sourcebooks