Equipment Rules: Difference between revisions
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<includeonly>{{Article_Reference|article= Equipment Rules}}</includeonly> | <includeonly>{{Article_Reference|article= Equipment Rules}}</includeonly> | ||
===Melee Weapons=== | ===Melee Weapons=== | ||
Weapon tables provide the items of information explained below. A given column will only appear on a table if it is germane to the weapons on that table. In all cases, “–” means the statistic does not apply, “var.” means the value varies, and “spec.” means to see the relevant weapon skill in Chapter 4 or applicable section of Chapter 13 for special rules. | |||
====Weapon==== | |||
The general class of weapon in question; e.g., “shortsword” or “axe, great.” Each entry represents a wide range of individual types. | |||
====TL (Tech Level)==== | |||
The tech level at which the weapon first becomes widespread. You may only buy weapons of TL3 ''or less'', unless you have the High TL trait (p. 23). | |||
====Damage==== | |||
For melee weapons, such as swords and axes, damage is ST-based and expressed as a modifier to the wielder’s basic thrusting (thr) or swinging (sw) damage, as given on the ''Damage Table'' (p. B16). For example, a spear does “thr+2,” so if you have ST 11, which gives a basic thrusting damage of 1d-1, you inflict 1d+1 damage with a spear. Note that swung weapons act as a lever, and so do more damage. | |||
''Armor Divisors:'' A parenthetical number after damage – e.g., (2) – is an armor divisor. Divide the target’s DR from armor or other sources by this number before subtracting it from your damage (or adding it to the target’s HT roll to resist an affliction). For instance, an attack with a divisor of (2) would halve DR. A fractional divisor increases DR: (0.5) multiplies DR by 2; (0.2) multiplies it by 5; and (0.1) multiplies it by 10. | |||
''Damage Type:'' An abbreviation indicating the type of injury or effect the attack causes. | |||
{| border=0 cellspacing=0 cellpadding=0 width="25%" class="t_smalltext" | |||
|- class="tableheader" | |||
| valign=bottom | Abbreviation | |||
| valign=bottom | Damage Type | |||
|- | |||
| valign=top |aff | |||
| valign=top |affliction | |||
|- | |||
| valign=top |burn | |||
| valign=top |burning | |||
|- | |||
| valign=top |cor | |||
| valign=top |corrosion | |||
|- class="greenrow" | |||
| valign=top |cr | |||
| valign=top |crushing | |||
|- class="greenrow" | |||
| valign=top |cut | |||
| valign=top |cutting | |||
|- class="greenrow" | |||
| valign=top |fat | |||
| valign=top |fatigue | |||
|- | |||
| valign=top |imp | |||
| valign=top |impaling | |||
|- | |||
| valign=top |pi- | |||
| valign=top |small piercing | |||
|- class="greenrow" | |||
| valign=top |pi | |||
| valign=top |piercing | |||
|- class="greenrow" | |||
| valign=top |pi+ | |||
| valign=top |large piercing | |||
|- | |||
| valign=top |pi++ | |||
| valign=top |huge piercing | |||
|- class="greenrow" | |||
| valign=top |spec. | |||
| valign=top |special – see weapon notes | |||
|- class="greenrow" | |||
| valign=top |tox | |||
| valign=top |toxic | |||
|} | |||
Blargh | |||
{| border=0 cellspacing=0 cellpadding=0 width="100%" class="t_smalltext" | {| border=0 cellspacing=0 cellpadding=0 width="100%" class="t_smalltext" | ||
|- class="tableheader" | |- class="tableheader" |
Revision as of 16:55, 15 June 2015
Melee Weapons
Weapon tables provide the items of information explained below. A given column will only appear on a table if it is germane to the weapons on that table. In all cases, “–” means the statistic does not apply, “var.” means the value varies, and “spec.” means to see the relevant weapon skill in Chapter 4 or applicable section of Chapter 13 for special rules.
Weapon
The general class of weapon in question; e.g., “shortsword” or “axe, great.” Each entry represents a wide range of individual types.
TL (Tech Level)
The tech level at which the weapon first becomes widespread. You may only buy weapons of TL3 or less, unless you have the High TL trait (p. 23).
Damage
For melee weapons, such as swords and axes, damage is ST-based and expressed as a modifier to the wielder’s basic thrusting (thr) or swinging (sw) damage, as given on the Damage Table (p. B16). For example, a spear does “thr+2,” so if you have ST 11, which gives a basic thrusting damage of 1d-1, you inflict 1d+1 damage with a spear. Note that swung weapons act as a lever, and so do more damage.
Armor Divisors: A parenthetical number after damage – e.g., (2) – is an armor divisor. Divide the target’s DR from armor or other sources by this number before subtracting it from your damage (or adding it to the target’s HT roll to resist an affliction). For instance, an attack with a divisor of (2) would halve DR. A fractional divisor increases DR: (0.5) multiplies DR by 2; (0.2) multiplies it by 5; and (0.1) multiplies it by 10.
Damage Type: An abbreviation indicating the type of injury or effect the attack causes.
Abbreviation | Damage Type |
aff | affliction |
burn | burning |
cor | corrosion |
cr | crushing |
cut | cutting |
fat | fatigue |
imp | impaling |
pi- | small piercing |
pi | piercing |
pi+ | large piercing |
pi++ | huge piercing |
spec. | special – see weapon notes |
tox | toxic |
Blargh
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 |
Armor
Armor | TL | Type | Location | DR | Cost | Weight | LC | Rea Pen | Notes |
Bronze Armbands | 1 | Arm | arms | 3 | 18 sp | 9 | 4 | -2 | |
Cloth Sleeves | 1 | Arm | arms | 1 | 2 sp | 2 | – | 0 | Flexible; concealable as or under clothing. |
Leather Sleeves, Heavy | 1 | Arm | arms | 2 | 5 sp | 2 | 4 | -2 | |
Mail Sleeves | 2 | Arm | arms | 4/2 | 7 sp | 9 | 3 | -2 | Flexible; Split DR: use the lower DR against crushing attacks. |
Plate Arms | 3 | Arm | arms | 6 | 100 sp | 15 | 3 | -2 | |
Plate Arms, Heavy | 3 | Arm | arms | 7 | 150 sp | 20 | 3 | -2 | |
Scale Sleeves | 2 | Arm | arms | 4 | 21 sp | 14 | 3 | -2 | |
Breastplate, Bronze | 1 | Body | torso | 4 | 40 sp | 20 | 3 | -2 | Breastplates protect only from the front. |
Bronze Corselet | 1 | Body | torso, groin | 5 | 130 sp | 40 | 3 | -2 | |
Buff Coat (Leather) | 4 | Body | body, limbs | 2 | 21 sp | 16 | 4 | 0 | Flexible |
Cloth Armor | 1 | Body | torso, groin | 1 | 3 sp | 6 | – | 0 | Flexible; concealable as or under clothing. |
Double Mail Hauberk | 3 | Body | torso, groin | 5/3 | 52 sp | 44 | 3 | -2 | Flexible; Split DR: use the lower DR against crushing attacks. |
Fur Loincloth | 0 | Body | groin | 1 | 1 sp | neg. | – | 0 | Flexible; concealable as or under clothing. |
Fur Tunic | 0 | Body | torso | 1 | 2.5 sp | 2 | – | 0 | Flexible; concealable as or under clothing. |
Leather Armor | 1 | Body | torso, groin | 2 | 10 sp | 10 | 4 | -2 | |
Leather Jacket | 1 | Body | arms, torso | 1 | 5 sp | 4 | – | 0 | Flexible; concealable as or under clothing. |
Light Scale Armor | 2 | Body | torso | 3 | 15 sp | 15 | 4 | -2 | |
Lorica Segmentata | 2 | Body | torso | 5 | 68 sp | 26 | 3 | -2 | |
Mail Hauberk | 2 | Body | torso, groin | 4/2 | 23 sp | 25 | 3 | -2 | Flexible; Split DR: use the lower DR against crushing attacks. |
Mail Shirt | 2 | Body | torso | 4/2 | 15 sp | 16 | 4 | -2 | Flexible; concealable as or under clothing; Split DR: use the lower DR against crushing attacks. |
Scale Armor | 2 | Body | torso, groin | 4 | 42 sp | 35 | 3 | -2 | |
Steel Breastplate | 3 | Body | torso | 5 | 50 sp | 18 | 3 | -2 | Breastplates protect only from the front. |
Steel Corselet | 3 | Body | torso, groin | 6 | 130 sp | 35 | 3 | -2 | |
Steel Corselet, Heavy | 3 | Body | torso, groin | 7 | 230 sp | 45 | 3 | -2 | |
Steel Laminate Plate | 3 | Body | torso, groin | 5 | 90 sp | 30 | 3 | -2 | |
Boots | 2 | Footwear | feet | 2 | 8 sp | 3 | – | 0 | Flexible; concealable as or under clothing. |
Sandals | 0 | Footwear | feet | 0 | 2.5 sp | 0.5 | – | 0 | Concealable as or under clothing; sandals only give DR 1 to the underside of the foot |
Shoes | 1 | Footwear | feet | 1 | 4 sp | 2 | – | 0 | Flexible; concealable as or under clothing. |
Sollerets | 3 | Footwear | feet | 4 | 15 sp | 7 | 3 | -2 | |
Gauntlets | 2 | Gloves | hands | 4 | 10 sp | 2 | 4 | -2 | |
Gauntlets, Heavy | 3 | Gloves | hands | 5 | 25 sp | 2.5 | 3 | -2 | |
Gloves, Cloth | 1 | Gloves | hands | 1 | 1.5 sp | neg. | – | 0 | Flexible; concealable as or under clothing. |
Gloves, Leather | 1 | Gloves | hands | 2 | 3 sp | neg. | – | 0 | Flexible |
Barrel Helm | 3 | Headgear | skull, face | 6 | 24 sp | 10 | 3 | -2 | Helmet gives wearer the No Peripheral Vision disadvantage (p. B151) while worn. |
Bronze Helmet | 1 | Headgear | skull, face | 3 | 16 sp | 7.5 | 4 | -2 | |
Bronze Pot-Helm | 1 | Headgear | skull | 3 | 6 sp | 5 | 4 | -2 | |
Cloth Cap | 1 | Headgear | skull | 1 | 0.5 sp | neg. | – | 0 | Flexible; concealable as or under clothing. |
Face Mask | 3 | Headgear | face | 4 | 10 sp | 2 | 3 | -2 | |
Greathelm | 3 | Headgear | skull, face, neck | 7 | 34 sp | 10 | 3 | -2 | Helmet gives wearer the No Peripheral Vision disadvantage (p. B151) while worn. |
Leather Cap | 1 | Headgear | skull | 1 | 3.2 sp | neg. | 4 | 0 | Flexible |
Leather Helm | 1 | Headgear | skull, face | 2 | 2 sp | 0.5 | 4 | -2 | |
Legionary Helmet | 2 | Headgear | skull, face | 4 | 15 sp | 6 | 3 | -2 | |
Mail Coif | 2 | Headgear | skull, neck | 4/2 | 5.5 sp | 4 | 3 | -2 | Flexible; Split DR: use the lower DR against crushing attacks. |
Pot-Helm | 3 | Headgear | skull | 4 | 10 sp | 5 | 4 | -2 | |
Bronze Greaves | 1 | Leg | legs | 3 | 27 sp | 17 | 4 | -2 | |
Leather Leggings | 1 | Leg | legs | 1 | 4 sp | 2 | – | 0 | Flexible; Concealable as or under clothing. |
Leather Leggings, Heavy | 1 | Leg | legs | 2 | 6 sp | 4 | 4 | -2 | |
Leather Pants | 1 | Leg | legs, groin | 1 | 4 sp | 3 | – | 0 | Flexible; Concealable as or under clothing. |
Mail Leggings | 2 | Leg | legs | 4/2 | 11 sp | 15 | 3 | -2 | Flexible; Split DR: use the lower DR against crushing attacks. |
Plate Legs | 3 | Leg | legs | 6 | 110 sp | 20 | 3 | -2 | |
Plate Legs, Heavy | 3 | Leg | legs | 7 | 160 sp | 25 | 3 | -2 | |
Scale Leggings | 2 | Leg | legs | 4 | 25 sp | 21 | 3 | -2 | |
Studded Leather Skirt | 1 | Leg | groin, legs | 3/2 | 6 sp | 4 | – | -2 | Flexible; Split DR: use the lower DR against crushing attacks. |
Ammunition
Barding
|
Shields
|
Climbing Gear
Clothing
Containers
Craftsman Kits
Food and Drink
Games and Toys
Jewelry
Luxuries
Medical Gear
|
Mounts
Musical Instruments
Personal Gear
Poison
Riding Gear
Thieves' Tools
Tools
Powerstones
|
Ground Vehicles
Vehicle | TL | HP | Hnd/SR | HT | Move | LWt. | Load | SM | Occ. | DR | Range | Cost | Locations | Notes |
Carriage | 4 | 47 | -1/2 | 10c | -1/2 | 1.6 | 0.8 | +2 | 1+6 | 2 | F | 750 sp | 2DO4W | Draft animals are horses; roadbound vehicle |
Chariot, Heavy | 1 | 23 | 0/2 | 11c | 3/7 | 0.39 | 0.3 | +2 | 1+2 | 2 | F | 66 sp | 4DE2W | Draft animals are horses; roadbound vehicle |
Chariot, Light | 1 | 16 | +1/1 | 11c | 4/9 | 0.23 | 0.2 | +1 | 1+1 | 1 | F | 33 sp | 2DE2W | Draft animals are horses; roadbound vehicle |
Coach | 4 | 53 | -2/3 | 12c | 4/9 | 2.4 | 1.2 | +3 | 1+9 | 2 | F | 1100 sp | 4DO4W | Draft animals are horses; roadbound vehicle |
Dogsled | 0 | 27 | 0/2 | 12 | 6/6 | 0.29 | 0.14 | +1 | 1 | 2 | F | 40 sp | 14DER | Draft animals are dogs for the dogsled |
Oxcart | 1 | 34 | -3/3 | 11c | 1/1 | 0.9 | 0.6 | +1 | 0 | 2 | F | 34 sp | 2D2W | Draft animals are oxen |
Wagon | 3 | 35 | -3/4 | 12c | 4/8 | 0.84 | 0.5 | +2 | 1 | 2 | F | 68 sp | 2DE4W | Draft animals are horses; roadbound vehicle |
Wagon, War | 3 | 50 | -4/5 | 12c | 3/6 | 3 | 2 | +4 | 2+18 | 5 | F | 200 sp | 4DE4W | Draft animals are horses; roadbound vehicle |
Watercraft
Vehicle | TL | HP | Hnd/SR | HT | Move | LWt. | Load | SM | Occ. | DR | Range | Cost | Loc. | Draft | Skill | Ref | Notes |
Brig, 50' | 4 | 131 | -2/3 | 12c | 0.25/4 | 70 | 52.5 | +7 | 15+10 | 3 | – | 16500 sp | 2M | 5 | Boating/TL (Sailboat) | LT142 | |
Canoe | 0 | 23 | 1 | 12c | 2/2 | 0.3 | 0.2 | +1 | 2 | 2 | F | 20 sp | O | 3 | Boating/TL (Unpowered) | B464 | |
Cog | 3 | 147 | -3/4 | 12c | 0.1/4 | 85 | 60 | +7 | 18 | 5 | – | 2300 sp | M | 13 | Shiphandling/TL (Ship) | B464 | A “cog” (or “roundship”) is a single-masted medieval sailing ship; Wind-powered. Weight includes ballast. |
Faering, 20' | 3 | 32 | +1/1 | 12c | 1.25/3 | 1.25 | 1 | +3 | 6 | 2 | F | 250 sp | O | 1 | Boating/TL (Unpowered) | LT142 | |
Fishing Boat, 27' | 2 | 43 | 0/2 | 11c | 0.6/3 | 2.1 | 1.5 | +4 | 5 | 1 | F | 500 sp | O | 1 | Boating/TL (Unpowered) | LT141 | |
Jolly Boat, 18' | 4 | 36 | 0/1 | 12c | 1/3 | 1.35 | 1 | +3 | 6+2 | 2 | F | 300 sp | O | 0.7 | Boating/TL (Unpowered) | LT142 | |
Longboat, 30' | 4 | 43 | +1/1 | 12c | 1.25/3 | 1.75 | 1.15 | +5 | 9+2 | 2 | F | 500 sp | O | 1 | Boating/TL (Unpowered) | LT142 | |
Penteconter | 2 | 85 | -4/3 | 11c | 1/5 | 12.5 | 7.5 | +8 | 55 | 3 | F | 1400 sp | MO | 6 | Shiphandling/TL (Ship) | B464 | a Greek war galley with a sail and a single bank of oars, favored by raiders and pirates; Using oars, with 50 rowers. Under sail, Range is “–” and Move is 1/4 in a fair wind. Has a bronze ram, which adds +1 per die of collision damage. |
River Barge, 40' | 1 | 56 | -2/3 | 12c | 0.5/1 | 4.2 | 2.8 | +6 | 9 | 3 | F | 1200 sp | O | 1 | Boating/TL (Unpowered) | LT141 | |
Sewn-Plank Sailboat | 3 | 40 | +1/2 | 11c | 1/3 | 2.2 | 1.7 | +4 | 4 | 1 | – | 140 sp | MO | 1 | Boating/TL (Sailboat) | LT142 | |
Sloop, 21' | 4 | 43 | 0/2 | 12c | 1/3 | 2.4 | 1.8 | +4 | 3+3 | 2 | – | 500 sp | M | 3 | Boating/TL (Sailboat) | LT142 | |
Square-Rigged Sailboat | 2 | 61 | -1/2 | 12c | 1/4 | 7 | 5.25 | +6 | 3 | 1 | – | 1500 sp | MO | 1 | Boating/TL (Sailboat) | LT141 |
This article is part of the Feyworld Sourcebook | |
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