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| <includeonly>{{Article_Reference|article= Equipment Rules}}</includeonly> | | <includeonly>{{Article_Reference|article= Equipment Rules}}</includeonly> |
| {{TOC left}} | | {{TOC left}} |
| ===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.
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| ====Weapon====
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| The general class of weapon in question; e.g., “shortsword” or “axe, great.” Each entry represents a wide range of individual types.
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| ====TL (Tech Level)====
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| 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).
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| ====Damage====
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| 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.
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| ''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.
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| ''Damage Type:'' An abbreviation indicating the type of injury or effect the attack causes.
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| {| border=0 cellspacing=0 cellpadding=0 width="25%" class="t_smalltext" | |
| |- class="tableheader"
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| | valign=bottom | Abbreviation
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| | valign=bottom | Damage Type
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| |-
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| | valign=top |aff
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| | valign=top |affliction
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| |-
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| | valign=top |burn
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| | valign=top |burning
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| |-
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| | valign=top |cor
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| | valign=top |corrosion
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| |- class="greenrow"
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| | valign=top |cr
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| | valign=top |crushing
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| |- class="greenrow"
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| | valign=top |cut
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| | valign=top |cutting
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| |- class="greenrow"
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| | valign=top |fat
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| | valign=top |fatigue
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| |-
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| | valign=top |imp
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| | valign=top |impaling
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| |-
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| | valign=top |pi-
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| | valign=top |small piercing
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| |- class="greenrow"
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| | valign=top |pi
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| | valign=top |piercing
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| |- class="greenrow"
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| | valign=top |pi+
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| | valign=top |large piercing
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| |-
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| | valign=top |pi++
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| | valign=top |huge piercing
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| |- class="greenrow"
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| | valign=top |spec.
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| | valign=top |special – see weapon notes
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| |- class="greenrow"
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| | valign=top |tox
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| | valign=top |toxic
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| |}
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| A victim loses HP equal to the damage that penetrates his DR. Halve this for small piercing attacks; increase it by 50% for cutting and large piercing attacks; and double it for impaling and huge piercing attacks. Subtract fatigue damage from FP instead of HP. Afflictions cause no injury, but impose a particular affliction on a failed HT roll, as specified in the weapon’s notes. See ''Damage and Injury'' (p. B377) for additional rules.
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| ''Explosions:'' An “ex” after crushing or burning damage indicates the attack produces an explosion. This may injure those nearby: divide damage by ''three times'' distance in yards from the center of the blast. Some explosions scatter fragments that inflict cutting damage on anyone nearby (see ''Fragmentation Damage'', p. B414). Fragmentation damage appears in brackets; e.g., “3d [2d] cr ex” means an explosion that inflicts 3d crushing damage and throws fragments that do 2d cutting damage. The “danger radius” for fragments is five yards times the dice of fragmentation damage; e.g., 10 yards for [2d]. If an explosive attack has an armor divisor, this only applies to the DR of a target
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| that takes a direct hit – not to those caught in the blast radius or hit by fragments.
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| ''Afflictions:'' Some special weapons don’t list dice of damage. Instead, they give a HT modifier; e.g., “HT-3.” Anyone who is hit must attempt a HT roll at the listed penalty to avoid the effects of the affliction (e.g., unconsciousness). For example, a stun gun calls for a HT-3 roll to avoid being stunned for (20 - HT) seconds. Note that DR (modified by any armor divisor) normally adds to the victim’s HT; for instance, a DR 2 leather jacket would give +2 to your HT roll to resist that stun gun.
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| ''Other Effects:'' A few weapons have additional linked or follow-up effects, noted on a second line. These occur simultaneously with the primary attack on a successful hit. For details, see ''Linked Effects'' (p. B381) and ''Follow-Up Damage'' (p. B381).
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| ====Reach====
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| This is the distance in yards at which a human-sized or smaller wielder can strike with the weapon. For example, reach “2” means the weapon can only strike a foe two yards away – not a closer or more distant one.
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| “C” indicates you can use the weapon in close combat; see ''Close Combat'' (p. B391).
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| Some weapons have a continuum of reaches; e.g., a spear with reach “1, 2” can strike targets either one or two yards away. An asterisk (*) next to reach means the weapon is awkward enough that it requires a Ready maneuver to change reach (e.g., between 1 and 2). Otherwise, you can strike at foes that are at any distance within the weapon’s reach.
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| ====Parry====
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| A number, such as “+2” or “-1,” indicates the bonus or penalty to your Parry defense when using that weapon (see ''Parrying'', p. B376). For most weapons, this is “0,” meaning “no modifier.”
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| “F” means the weapon is a ''fencing weapon'' (see p. B404).
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| “U” means the weapon is ''unbalanced'': you cannot use it to parry if you have already used it to attack this turn (or vice versa).
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| “No” means the weapon ''cannot parry at all''.
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| ====Cost====
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| The price of a new weapon, in silver pieces. For swords and knives, this includes a sheath or a scabbard.
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| ====Weight====
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| The weight of the weapon, in pounds; “neg.” means “negligible.”
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| ====ST (Strength)====
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| The minimum Strength required to use the weapon properly. If you try to use a weapon that requires more ST than you have, you will be at -1 to weapon skill per point of ST you lack ''and'' lose one extra FP at the end of any fight that lasts long enough to fatigue you.
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| For a melee weapon, your effective ST for damage purposes cannot exceed ''triple'' the weapon’s minimum ST. For instance, a large knife has minimum ST 6, so its “maximum ST” is 18; if your ST were 19+, you would compute your damage as if you had ST 18.
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| ''Natural'' weapons (e.g., a punch or kick) have neither minimum nor maximum ST.
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| “†” means the weapon requires two hands. If you have at least 1.5 times the listed ST (round ''up''), you can use a weapon like this in one hand, but it becomes ''unready'' after you attack with it. If you have at least ''twice'' the listed ST, you can wield it one-handed with no readiness penalty. But if it requires one hand to hold it and another to operate a moving part, like a bow or a pump shotgun, it ''always'' requires two hands, regardless of ST.
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| “‡” means the weapon requires two hands ''and'' becomes unready after you attack with it, unless you have at least 1.5 times the listed ST (round ''up''). To use it in one hand without it becoming unready, you need at least three times the listed ST.
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| ====Notes====
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| Any applicable notes for the weapon or its usage are listed here.
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| {| width="100%" border=0 cellspacing=0 cellpadding=0
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| |-
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| ====Melee Weapon Quality====
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| Muscle-powered melee and thrown weapons come in several quality grades, described below. Quality influences the odds of breakage when you
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| parry a very heavy weapon; see ''Parrying Heavy Weapons'' (p. B376).
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| {| width="50%" border=0 cellspacing=0 cellpadding=0 class="t_smalltext"
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| |- class="tableheader"
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| | valign="top" width="20%" | Quality
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| | valign="top" width="10%" align="center"| Break Modifier
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| | valign="top" width="40%" align="center"| Damage Modifier
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| | valign="top" width="40%" | Cost Modifier
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| |-
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| | valign="top" | Cheap
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| | valign="top" align="center"| +2
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| | valign="top" align="center"| 0 (-1 Acc)
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| | valign="top" | -40%
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| |-
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| | valign="top" | Good
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| | valign="top" align="center"| +0
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| | valign="top" align="center"| +0
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| | valign="top" | +0%
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| |-
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| | valign="top" | Fine
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| | valign="top" align="center"| -1
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| | valign="top" align="center"| +1 (cutting/impaling only)
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| | valign="top" | x4 (fencing or sword), x3 (crushing or impaling weapon) or x10 (cutting weapon)
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| |- class="greenrow"
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| | valign="top" | Very Fine
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| | valign="top" align="center"| -2
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| | valign="top" align="center"| +2 (cutting/impaling only)
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| | valign="top" | x20 (fencing weapons and swords only)
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| |- class="greenrow"
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| | valign="top" | Presentation
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| | valign="top" align="center"| N/A
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| | valign="top" align="center"| N/A
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| | valign="top" | x5 to x20 (stacks with price modifiers above)
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| |}
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| ====Melee Weapon Composition====
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| {| width="50%" border=0 cellspacing=0 cellpadding=0 class="t_smalltext"
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| |- class="tableheader"
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| | valign="top" width="25%"| Composition
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| | valign="top" width="10%" align="center"| TL
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| | valign="top" width="65%"| Notes
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| |-
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| | valign="top" | Stone
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| | valign="top" align="center"| 0
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| | valign="top" | Armor divisor (0.5) on cutting and impaling damage, no damage bonus for being fine or better; treat as cheap when parrying a swung metal weapon
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| |-
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| | valign="top" | Obsidian
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| | valign="top" align="center" | 1
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| | valign="top" | +1 to cutting/impaling damage, +2 to breakage; loses damage bonus if used to parry any weapon or strike DR 2+
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| |-
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| | valign="top" | Bronze
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| | valign="top" align="center" | 1
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| | valign="top" | No damage bonus for being fine or better; treat as cheap when parrying a swung weapon of superior metals
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| |-
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| | valign="top" | Solid Silver
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| | valign="top" align="center" | 1
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| | valign="top" | Cost x20 list price
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| |- class="greenrow"
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| | valign="top" | Silver Coated
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| | valign="top" align="center" | 1
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| | valign="top" | Cost x3; wounding multiplier for Vulnerability (Silver) reduced (x2 to x1.5, x3 to x2, x4 to x3)
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| |- class="greenrow"
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| | valign="top" | Iron
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| | valign="top" align="center" | 2
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| | valign="top" | No damage bonus for being fine or better; No damage bonus for being fine or better; treat as cheap when parrying a swung weapon of superior metals
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| |- class="greenrow"
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| | valign="top" | Steel
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| | valign="top" align="center" | 3
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| | valign="top" | Default composition; no modifiers
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| |}
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| |}
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| ====Melee Weapon Table====
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| {| border=0 cellspacing=0 cellpadding=0 width="100%" class="t_smalltext"
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| |- class="tableheader"
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| | valign=bottom width="10%"| Weapon
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| | valign=bottom width="5%" align="center"| TL
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| | valign=bottom width="10%" align="center"| Swing Damage
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| | valign=bottom width="10%" align="center"| Thrust Damage
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| | valign=bottom width="10%" align="center"| Reach
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| | valign=bottom width="5%" align="center"| Parry
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| | valign=bottom width="5%" align="center"| Cost
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| | valign=bottom width="5%" align="center"| Weight
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| | valign=bottom width="5%" align="center"| ST
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| | valign=bottom width="10%"| Skill
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| | valign=bottom width="5%" align="center"| Ref
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| | valign=bottom width="20%"| Notes
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| |-
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| | valign=top | Axe
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| | valign=top align="center"| 0
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| | valign=top align="center"| sw+2 cut
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| | valign=top align="center"| –
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| | valign=top align="center"| 1
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| | valign=top align="center"| 0U
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| | valign=top align="center"| 5 sp
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| | valign=top align="center"| 4
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| | valign=top align="center"| 11
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| | valign=top | Axe/Mace
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| | valign=top align="center"| B271
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| | valign=top |
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| |-
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| | valign=top | Axe, Great
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| | valign=top align="center"| 1
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| | valign=top align="center"| sw+3 cut
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| | valign=top align="center"| –
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| | valign=top align="center"| 1, 2*
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| | valign=top align="center"| 0U
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| | valign=top align="center"| 10 sp
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| | valign=top align="center"| 8
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| | valign=top align="center"| 12‡
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| | valign=top | Two-Handed Axe/Mace
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| | valign=top align="center"| B274
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| | valign=top |
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| |-
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| | valign=top | Axe, Long
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| | valign=top align="center"| 2
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| | valign=top align="center"| sw+3 cut
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| | valign=top align="center"| –
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| | valign=top align="center"| 1, 2*
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| | valign=top align="center"| 0U
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| | valign=top align="center"| 7.5 sp
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| | valign=top align="center"| 6
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| | valign=top align="center"| 11‡
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| | valign=top | Two-Handed Axe/Mace
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| | valign=top align="center"| LT58
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| | valign=top |
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| |- class="greenrow"
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| | valign=top | Axe, Small
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| | valign=top align="center"| 0
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| | valign=top align="center"| sw+1 cut
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| | valign=top align="center"| –
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| | valign=top align="center"| 1
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| | valign=top align="center"| 0U
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| | valign=top align="center"| 4.5 sp
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| | valign=top align="center"| 3
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| | valign=top align="center"| 10
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| | valign=top | Axe/Mace
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| | valign=top align="center"| LT54
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| | valign=top |
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| |- class="greenrow"
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| | valign=top | Axe, Throwing
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| | valign=top align="center"| 0
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| | valign=top align="center"| sw+2 cut
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| | valign=top align="center"| –
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| | valign=top align="center"| 1
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| | valign=top align="center"| 0U
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| | valign=top align="center"| 6 sp
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| | valign=top align="center"| 4
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| | valign=top align="center"| 11
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| | valign=top | Axe/Mace
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| | valign=top align="center"| B271
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| | valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
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| |- class="greenrow"
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| | valign=top | Axe, Throwing, Small
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| | valign=top align="center"| 0
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| | valign=top align="center"| sw+1 cut
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| | valign=top align="center"| –
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| | valign=top align="center"| 1
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| | valign=top align="center"| 0U
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| | valign=top align="center"| 5 sp
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| | valign=top align="center"| 3
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| | valign=top align="center"| 10
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| | valign=top | Axe/Mace
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| | valign=top align="center"| LT64
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| | valign=top | Can be thrown, see Muscle-Powered Ranged Weapon Table (p. B275).
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| |-
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| | valign=top | Baton
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| | valign=top align="center"| 0
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| | valign=top align="center"| sw cr
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| | valign=top align="center"| thr cr
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| | valign=top align="center"| 1
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| | valign=top align="center"| 0
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| | valign=top align="center"| 2 sp
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| | valign=top align="center"| 1
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| | valign=top align="center"| 6
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| | valign=top | Shortsword
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| | valign=top align="center"| B273
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| | valign=top |
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| |-
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| | valign=top | Baton, Short
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| | valign=top align="center"| 0
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| | valign=top align="center"| sw-1 cr
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| | valign=top align="center"| thr cr
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| | valign=top align="center"| C, 1 / C
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| | valign=top align="center"| -1
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| | valign=top align="center"| 3 sp
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| | valign=top align="center"| 0.5
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| | valign=top align="center"| 5
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| | valign=top | Knife
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| | valign=top align="center"| LT54
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| | valign=top |
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| |-
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| | valign=top | Beak, Sharp
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| | valign=top align="center"| –
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| | valign=top align="center"| –
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| | valign=top align="center"| thr-1 pi+
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| | valign=top align="center"| C
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| | valign=top align="center"| No
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| | valign=top align="center"| –
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| | valign=top align="center"| –
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| | valign=top align="center"| –
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| | valign=top | Brawling or DX
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| | valign=top align="center"| B271
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| | valign=top | Brawling (p. 182) improves damage
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| |- class="greenrow"
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| | valign=top | Bill
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| | valign=top align="center"| 3
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| | valign=top align="center"| sw+3 cut
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| | valign=top align="center"| thr+3 imp / thr-1 cut
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| | valign=top align="center"| 2,3*/1-3*/1-3*
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| | valign=top align="center"| 0U
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| | valign=top align="center"| 12.5 sp
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| | valign=top align="center"| 8
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| | valign=top align="center"| 11‡ / 11† / 11†
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| | valign=top | Polearm
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| | valign=top align="center"| LT55
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| | valign=top |
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| |- class="greenrow"
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| | valign=top | Bill, Dueling
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| | valign=top align="center"| 3
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| | valign=top align="center"| sw+2 cut
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| | valign=top align="center"| thr+3 imp / thr-1 cut
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| | valign=top align="center"| 1,2*
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| | valign=top align="center"| 0U / 0 / 0U
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| | valign=top align="center"| 10 sp
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| | valign=top align="center"| 6
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| | valign=top align="center"| 9†
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| | valign=top | Polearm
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| | valign=top align="center"| LT55
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| | valign=top |
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| |- class="greenrow"
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| | valign=top | Blackjack or Sap
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| | valign=top align="center"| 1
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| | valign=top align="center"| –
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| | valign=top align="center"| thr cr
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| | valign=top align="center"| C
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| | valign=top align="center"| 0
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| | valign=top align="center"| 2 sp
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| | valign=top align="center"| 1
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| | valign=top align="center"| 7
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| | valign=top | Brawling or DX
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| | valign=top align="center"| B271
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| | valign=top | Brawling (p. 182) improves damage
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| |-
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| | valign=top | Bola Perdida
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| | valign=top align="center"| 0
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| | valign=top align="center"| sw cr
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| | valign=top align="center"| –
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| | valign=top align="center"| 1
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| | valign=top align="center"| -2U
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| | valign=top align="center"| 1 sp
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| | valign=top align="center"| 1
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| | valign=top align="center"| 6
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| | valign=top | Flail
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| | valign=top align="center"| LT55
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| | valign=top | 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.
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| |-
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| | valign=top | Bolas
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| | valign=top align="center"| 0
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| | valign=top align="center"| sw+1 cr
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| | valign=top align="center"| –
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| | valign=top align="center"| 1
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| | valign=top align="center"| -2U
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| | valign=top align="center"| 2 sp
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| | valign=top align="center"| 2
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| | valign=top align="center"| 7
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| | valign=top | Flail
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| | valign=top align="center"| LT55
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| | valign=top | 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.
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| |-
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| | valign=top | Cestus
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| | valign=top align="center" | 2
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| | valign=top align="center" | –
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| | valign=top align="center" | thr cr
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| | valign=top align="center" | C
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| | valign=top align="center" | 0
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| | valign=top align="center" | 5 sp
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| | valign=top align="center" | 1
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| | valign=top align="center" | –
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| | valign=top | Boxing, Brawling, Karate, or DX
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| | valign=top align="center" | B271
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| | 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.
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| |- class="greenrow"
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| | valign=top | Club, Light
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| | valign=top align="center" | 0
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| | valign=top align="center" | sw+1 cr
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| | valign=top align="center" | thr+1 cr
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| | valign=top align="center" | 1
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| | valign=top align="center" | 0
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| | valign=top align="center" | 0.5 sp
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| | valign=top align="center" | 3
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| | valign=top align="center" | 10
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| | valign=top | Broadsword
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| | valign=top align="center" | B271
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| | valign=top |
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| |- class="greenrow"
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| | valign=top | Cutlass
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| | valign=top align="center" | 4
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| | valign=top align="center" | sw cut
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| | valign=top align="center" | thr+1 imp
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| | valign=top align="center" | 1
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| | valign=top align="center" | 0
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| | valign=top align="center" | 50 sp
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| | valign=top align="center" | 2
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| | valign=top align="center" | 8
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| | valign=top | Shortsword
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| | valign=top align="center" | LT56
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| | 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 align="center" | 1
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr-1 imp
| |
| | valign=top align="center" | C
| |
| | valign=top align="center" | -1
| |
| | valign=top align="center" | 2 sp
| |
| | valign=top align="center" | 0.25
| |
| | valign=top align="center" | 5
| |
| | valign=top | Knife
| |
| | valign=top align="center" | B272
| |
| | valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
| |
| |-
| |
| | valign=top | Estoc
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | thr+2 imp
| |
| | valign=top align="center" | sw+1 cr
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 50 sp
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | 10
| |
| | valign=top | Broadsword
| |
| | valign=top align="center" | LT56
| |
| | valign=top | Reduce penalty for targeting chinks in armor (p. B400) by -2
| |
| |-
| |
| | valign=top | Flail
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | sw+4 cr
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1, 2*
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 10 sp
| |
| | valign=top align="center" | 8
| |
| | valign=top align="center" | 13†
| |
| | valign=top | Two-Handed Flail
| |
| | valign=top align="center" | B274
| |
| | 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 | Garrote
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | spec.
| |
| | valign=top align="center" | spec.
| |
| | valign=top align="center" | C
| |
| | valign=top align="center" | No
| |
| | valign=top align="center" | 0.2 sp
| |
| | valign=top align="center" | neg.
| |
| | valign=top align="center" | –
| |
| | valign=top | Garrote
| |
| | valign=top align="center" | B272
| |
| | valign=top | A piece of rope used to strangle; see Garrotes (p. 405).
| |
| |- class="greenrow"
| |
| | valign=top | Glaive
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | sw+3 cut
| |
| | valign=top align="center" | thr+3 imp
| |
| | valign=top align="center" | 2, 3* / 1-3*
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 10 sp
| |
| | valign=top align="center" | 8
| |
| | valign=top align="center" | 11‡ / 11†
| |
| | valign=top | Polearm
| |
| | valign=top align="center" | B272
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top | Glaive, Dueling
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | sw+2 cut
| |
| | valign=top align="center" | thr + 3 imp
| |
| | valign=top align="center" | 1,2*
| |
| | valign=top align="center" | 0U/ 0
| |
| | valign=top align="center" | 8 sp
| |
| | valign=top align="center" | 6
| |
| | valign=top align="center" | 9†
| |
| | valign=top | Polearm
| |
| | valign=top align="center" | LT56
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top | Halberd
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | sw+5 cut / sw+4 imp
| |
| | valign=top align="center" | thr+3 imp
| |
| | valign=top align="center" | 2, 3* / 1-3*
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 15 sp
| |
| | valign=top align="center" | 12
| |
| | valign=top align="center" | 13‡ / 12†
| |
| | valign=top | Polearm
| |
| | valign=top align="center" | B272
| |
| | valign=top | When impaling May get stuck; see Picks (p. B405).
| |
| |-
| |
| | valign=top | Halberd, Dueling
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | sw+4 cut / sw+3 imp
| |
| | valign=top align="center" | thr+3 imp
| |
| | valign=top align="center" | 1,2*
| |
| | valign=top align="center" | 0U / 0U / 0
| |
| | valign=top align="center" | 12 sp
| |
| | valign=top align="center" | 10
| |
| | valign=top align="center" | 12† / 12† / 11†
| |
| | valign=top | Polearm
| |
| | valign=top align="center" | LT56
| |
| | valign=top | When impaling May get stuck; see Picks (p. B405).
| |
| |-
| |
| | valign=top | Hatchet
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | sw cut
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 4 sp
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | 8
| |
| | valign=top | Axe/Mace
| |
| | valign=top align="center" | B271
| |
| | valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
| |
| |-
| |
| | valign=top | Javelin
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr+1 imp
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 3 sp
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | 6
| |
| | valign=top | Spear
| |
| | valign=top align="center" | B273
| |
| | valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
| |
| |- class="greenrow"
| |
| | valign=top | Kick
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr cr
| |
| | valign=top align="center" | C, 1
| |
| | valign=top align="center" | No
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top | Brawling-2, Karate-2, or DX-2
| |
| | 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.
| |
| |- class="greenrow"
| |
| | valign=top | Kick w. Boots
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr+1 cr
| |
| | valign=top align="center" | C, 1
| |
| | valign=top align="center" | No
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top | Brawling-2, Karate-2, or DX-2
| |
| | 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.
| |
| |- class="greenrow"
| |
| | valign=top | Knife, Large
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | sw-2 cut
| |
| | valign=top align="center" | thr imp
| |
| | valign=top align="center" | C, 1 / C
| |
| | valign=top align="center" | -1
| |
| | valign=top align="center" | 4 sp
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 6
| |
| | valign=top | Knife
| |
| | valign=top align="center" | B272
| |
| | valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
| |
| |-
| |
| | valign=top | Knife, Long
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | sw-1 cut
| |
| | valign=top align="center" | thr imp
| |
| | valign=top align="center" | C, 1
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 12 sp
| |
| | valign=top align="center" | 1.5
| |
| | valign=top align="center" | 7
| |
| | valign=top | Knife
| |
| | valign=top align="center" | LT56
| |
| | valign=top |
| |
| |-
| |
| | valign=top | Knife, Small
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | sw-3 cut
| |
| | valign=top align="center" | thr-1 imp
| |
| | valign=top align="center" | C, 1 / C
| |
| | valign=top align="center" | -1
| |
| | valign=top align="center" | 3 sp
| |
| | valign=top align="center" | 0.5
| |
| | valign=top align="center" | 5
| |
| | valign=top | Knife
| |
| | valign=top align="center" | B272
| |
| | valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
| |
| |-
| |
| | valign=top | Knobbed Club
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | sw+1 cr
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 2 sp
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | 8
| |
| | valign=top| Axe/Mace
| |
| | valign=top align="center" | LT58
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top | Knuckles, Bare
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr-1 cr
| |
| | valign=top align="center" | C
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top | Boxing, Brawling, Karate, or DX
| |
| | valign=top align="center" | B271
| |
| | 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 align="center" | 1
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr cr
| |
| | valign=top align="center" | C
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 1 sp
| |
| | valign=top align="center" | 0.25
| |
| | valign=top align="center" | –
| |
| | valign=top | Boxing, Brawling, Karate, or DX
| |
| | valign=top align="center" | B271
| |
| | valign=top | Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage.
| |
| |- class="greenrow"
| |
| | valign=top | Lance
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr+3 imp
| |
| | valign=top align="center" | 4
| |
| | valign=top align="center" | No
| |
| | valign=top align="center" | 6 sp
| |
| | valign=top align="center" | 6
| |
| | valign=top align="center" | 12
| |
| | valign=top | Lance
| |
| | valign=top align="center" | B272
| |
| | valign=top | Damage increases in a mounted charge; see Cavalry Weapons (p. 397).
| |
| |-
| |
| | valign=top | Mace
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | sw+3 cr
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 5 sp
| |
| | valign=top align="center" | 5
| |
| | valign=top align="center" | 12
| |
| | valign=top | Axe/Mace
| |
| | valign=top align="center" | B271
| |
| | valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
| |
| |-
| |
| | valign=top | Mace, Small
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | sw+2 cr
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 3.5 sp
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | 10
| |
| | valign=top | Axe/Mace
| |
| | valign=top align="center" | B271
| |
| | valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
| |
| |-
| |
| | valign=top | Maul
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | sw+4 cr
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1, 2*
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 8 sp
| |
| | valign=top align="center" | 12
| |
| | valign=top align="center" | 13‡
| |
| | valign=top | Two-Handed Axe/Mace
| |
| | valign=top align="center" | B274
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top | Morningstar
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | sw+3 cr
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 8 sp
| |
| | valign=top align="center" | 6
| |
| | valign=top align="center" | 12
| |
| | valign=top | Flail
| |
| | 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.
| |
| |- class="greenrow"
| |
| | valign=top | Myrmex
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr cr
| |
| | valign=top align="center" | C
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 2 sp
| |
| | valign=top align="center" | 0.25
| |
| | valign=top align="center" | –
| |
| | valign=top | Boxing, Brawling, Karate, or DX
| |
| | 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.
| |
| |- class="greenrow"
| |
| | valign=top | Oar
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | sw+3 cr
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1,2*
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 4 sp
| |
| | valign=top align="center" | 8
| |
| | valign=top align="center" | 12‡
| |
| | valign=top | Polearm
| |
| | valign=top align="center" | LT60
| |
| | valign=top |
| |
| |-
| |
| | valign=top | Pick
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | sw+1 imp
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 7 sp
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | 10
| |
| | valign=top | Axe/Mace
| |
| | valign=top align="center" | B271
| |
| | valign=top | May get stuck; see Picks (p. B405).
| |
| |-
| |
| | valign=top | Pike
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr+3 imp
| |
| | valign=top align="center" | 4, 5*
| |
| | valign=top align="center" | 0U / 0
| |
| | valign=top align="center" | 8 sp
| |
| | valign=top align="center" | 13
| |
| | valign=top align="center" | 12†
| |
| | valign=top | Spear
| |
| | valign=top align="center" | LT60
| |
| | valign=top |
| |
| |-
| |
| | valign=top| Poleaxe
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | sw+4 cut / sw+4 cr
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 2, 3*
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 12 sp
| |
| | valign=top align="center" | 10
| |
| | valign=top align="center" | 12‡
| |
| | valign=top | Polearm
| |
| | valign=top align="center" | B272
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top | Rondel Dagger
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr imp
| |
| | valign=top align="center" | C
| |
| | valign=top align="center" | -1
| |
| | valign=top align="center" | 4 sp
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 6
| |
| | valign=top | Knife/Main-Gauche
| |
| | valign=top align="center" | LT56
| |
| | valign=top | Reduce penalty for targeting chinks in armor (p. B400) by -2.
| |
| |- class="greenrow"
| |
| | valign=top | Round Mace
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | sw+2 cr
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 3.5 sp
| |
| | valign=top align="center" | 5
| |
| | valign=top align="center" | 12
| |
| | valign=top | Axe/Mace
| |
| | valign=top align="center" | LT58
| |
| | valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
| |
| |- class="greenrow"
| |
| | valign=top | Round Mace, Small
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | sw+1 cr
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 2.5 sp
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | 10
| |
| | valign=top | Axe/Mace
| |
| | valign=top align="center" | LT58
| |
| | valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
| |
| |-
| |
| | valign=top | Scythe
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | sw+2 cut / sw imp
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 1.5 sp
| |
| | valign=top align="center" | 5
| |
| | valign=top align="center" | 11‡
| |
| | valign=top | Two-Handed Axe/Mace
| |
| | valign=top align="center" | B274
| |
| | valign=top | If using tip (impaling damage), May get stuck; see Picks (p. B405).
| |
| |-
| |
| | valign=top | Shield Bash
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr cr
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | No
| |
| | valign=top align="center" | var
| |
| | valign=top align="center" | var.
| |
| | valign=top align="center" | –
| |
| | valign=top | Shield
| |
| | valign=top align="center" | B273
| |
| | valign=top |
| |
| |-
| |
| | valign=top | Shield Bash w. Spike
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr+1 cr
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | No
| |
| | valign=top align="center" | 2 sp
| |
| | valign=top align="center" | 5
| |
| | valign=top align="center" | –
| |
| | valign=top | Shield
| |
| | valign=top align="center" | B273
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top | Sickle
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | sw cut/sw imp
| |
| | valign=top align="center" | thr-2 cut
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0 / 0U / 0U
| |
| | valign=top align="center" | 4 sp
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | 8
| |
| | valign=top | Axe/Mace
| |
| | 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.
| |
| |- class="greenrow"
| |
| | valign=top | Spear
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr+2 imp / thr+3 imp
| |
| | valign=top align="center" | 1* / 1, 2*
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 4 sp
| |
| | valign=top align="center" | 4
| |
| | valign=top align="center" | 9 / 9†
| |
| | valign=top | Spear
| |
| | 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)
| |
| |- class="greenrow"
| |
| | valign=top | Spear, Heavy
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr+4 imp / thr+3 cut
| |
| | valign=top align="center" | 2,3* / 3
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 9 sp
| |
| | valign=top align="center" | 6
| |
| | valign=top align="center" | 11†
| |
| | valign=top | Spear
| |
| | valign=top align="center" | LT62
| |
| | valign=top | Cutting damage is tip slash
| |
| |-
| |
| | valign=top | Spear, Long
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr+2 imp / thr+3 imp
| |
| | valign=top align="center" | 2, 3*
| |
| | valign=top align="center" | 0U / 0
| |
| | valign=top align="center" | 6 sp
| |
| | valign=top align="center" | 5
| |
| | valign=top align="center" | 10 / 10†
| |
| | valign=top | Spear
| |
| | valign=top align="center" | LT62
| |
| | valign=top | Can be used one handed or two handed; can be thrown, see Muscle- Powered Ranged Weapon Table (p. 275)
| |
| |-
| |
| | valign=top | Spear, Short
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr+1 imp/thr cut
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 3 sp
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | 6
| |
| | valign=top | Spear
| |
| | valign=top align="center" | LT62
| |
| | valign=top | Cutting damage is tip slash
| |
| |-
| |
| | valign=top | Staff, Long
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | sw+2 cr
| |
| | valign=top align="center" | thr+2 cr
| |
| | valign=top align="center" | 2,3
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | 1.5 sp
| |
| | valign=top align="center" | 5
| |
| | valign=top align="center" | 10†
| |
| | valign=top | Spear
| |
| | valign=top align="center" | LT61
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top| Staff, Quarterstaff
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr+2 cr
| |
| | valign=top align="center" | 1, 2
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | 1 sp
| |
| | valign=top align="center" | 4
| |
| | valign=top align="center" | 7†
| |
| | valign=top | Staff
| |
| | valign=top align="center" | B273
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top | Staff, Quarterstaff
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | sw+2 cr
| |
| | valign=top align="center" | thr+1 cr
| |
| | valign=top align="center" | 1, 2 / 2
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 1 sp
| |
| | valign=top align="center" | 4
| |
| | valign=top align="center" | 9†
| |
| | valign=top | Two-Handed Sword
| |
| | valign=top align="center" | B274
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top | Staff, Short
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | sw cr
| |
| | valign=top align="center" | thr cr
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0F
| |
| | valign=top align="center" | 2 sp
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 6
| |
| | valign=top | Smallsword
| |
| | valign=top align="center" | B273
| |
| | valign=top |
| |
| |-
| |
| | valign=top | Stake, Wooden
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr(0.5) imp
| |
| | valign=top align="center" | C
| |
| | valign=top align="center" | -1
| |
| | valign=top align="center" | 0.4 sp
| |
| | valign=top align="center" | 0.5
| |
| | valign=top align="center" | 5
| |
| | valign=top | Knife
| |
| | valign=top align="center" | B272
| |
| | valign=top | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275).
| |
| |-
| |
| | valign=top | Stiletto
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr-1 imp
| |
| | valign=top align="center" | C
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 2 sp
| |
| | valign=top align="center" | 0.25
| |
| | valign=top align="center" | 5
| |
| | valign=top | Knife/Main-Gauche
| |
| | valign=top align="center" | LT56
| |
| | valign=top | Reduce penalty for targeting chinks in armor (p. B400) by -2.
| |
| |-
| |
| | valign=top | Striker
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | var.
| |
| | valign=top align="center" | var.
| |
| | valign=top align="center" | var.
| |
| | valign=top align="center" | var.
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top | Brawling or DX
| |
| | valign=top align="center" | B271
| |
| | valign=top | See p. 88.
| |
| |- class="greenrow"
| |
| | valign=top | Sword, Bastard
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | sw+1 cut / sw+2 cut
| |
| | valign=top align="center" | thr+1 cr / thr+2 cr
| |
| | valign=top align="center" | 1, 2 / 2
| |
| | valign=top align="center" | 0U/ 0
| |
| | valign=top align="center" | 65 sp
| |
| | valign=top align="center" | 5
| |
| | valign=top align="center" | 11 / 10†
| |
| | valign=top | Broadsword / Two-Handed Sword
| |
| | valign=top align="center" | B271
| |
| | valign=top | Can be used one handed or two handed.
| |
| |- class="greenrow"
| |
| | valign=top | Sword, Broad
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | sw+1 cut
| |
| | valign=top align="center" | thr+1 cr
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 50 sp
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | 10
| |
| | valign=top | Broadsword
| |
| | valign=top align="center" | B271
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top | Sword, Cutlass
| |
| | valign=top align="center" | 4
| |
| | valign=top align="center" | sw cut
| |
| | valign=top align="center" | thr imp
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 30 sp
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | 8
| |
| | valign=top | Shortsword
| |
| | valign=top align="center" | B273
| |
| | valign=top | Hilt counts as brass knuckles in close combat.
| |
| |-
| |
| | valign=top | Sword, Great
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | sw+3 cut
| |
| | valign=top align="center" | thr+2 cr
| |
| | valign=top align="center" | 1, 2 / 2
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 80 sp
| |
| | valign=top align="center" | 7
| |
| | valign=top align="center" | 12†
| |
| | valign=top | Two-Handed Sword
| |
| | valign=top align="center" | B274
| |
| | valign=top |
| |
| |-
| |
| | valign=top | Sword, Rapier
| |
| | valign=top align="center" | 4
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr+1 imp
| |
| | valign=top align="center" | 1, 2
| |
| | valign=top align="center" | 0F
| |
| | valign=top align="center" | 50 sp
| |
| | valign=top align="center" | 2.75
| |
| | valign=top align="center" | 9
| |
| | valign=top | Rapier
| |
| | valign=top align="center" | B273
| |
| | valign=top |
| |
| |-
| |
| | valign=top | Sword, Rapier, Edged
| |
| | valign=top align="center" | 4
| |
| | valign=top align="center" | sw cut
| |
| | valign=top align="center" | thr+1 imp
| |
| | valign=top align="center" | 1,2
| |
| | valign=top align="center" | 0F
| |
| | valign=top align="center" | 100 sp
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | 10
| |
| | valign=top | Rapier
| |
| | valign=top align="center" | LT61
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top | Sword, Rapier, Edged, Light
| |
| | valign=top align="center" | 4
| |
| | valign=top align="center" | sw-1 cut
| |
| | valign=top align="center" | thr+1 imp
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0F
| |
| | valign=top align="center" | 70 sp
| |
| | valign=top align="center" | 2.25
| |
| | valign=top align="center" | 8
| |
| | valign=top | Rapier
| |
| | valign=top align="center" | LT61
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top | Sword, Rapier, Light
| |
| | valign=top align="center" | 4
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr+1 imp
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0F
| |
| | valign=top align="center" | 40 sp
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | 8
| |
| | valign=top | Rapier
| |
| | valign=top align="center" | LT61
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top | Sword, Saber
| |
| | valign=top align="center" | 4
| |
| | valign=top align="center" | sw-1 cut
| |
| | valign=top align="center" | thr+1 imp
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0F
| |
| | valign=top align="center" | 70 sp
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | 8
| |
| | valign=top | Saber
| |
| | valign=top align="center" | LT61
| |
| | valign=top |
| |
| |-
| |
| | valign=top | Sword, Short
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | sw cut
| |
| | valign=top align="center" | thr imp
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 40 sp
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | 8
| |
| | valign=top | Shortsword
| |
| | valign=top align="center" | B273
| |
| | valign=top |
| |
| |-
| |
| | valign=top | Sword, Small
| |
| | valign=top align="center" | 4
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr+1 imp
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0F
| |
| | valign=top align="center" | 40 sp
| |
| | valign=top align="center" | 1.5
| |
| | valign=top align="center" | 5
| |
| | valign=top | Smallsword
| |
| | valign=top align="center" | B273
| |
| | valign=top |
| |
| |-
| |
| | valign=top | Sword, Thrusting Bastard
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | sw+1 cut / sw+2 cut
| |
| | valign=top align="center" | thr+2 imp / thr+3 imp
| |
| | valign=top align="center" | 1, 2 / 2
| |
| | valign=top align="center" | 0U / 0
| |
| | valign=top align="center" | 75 sp
| |
| | valign=top align="center" | 5
| |
| | valign=top align="center" | 11 / 10†
| |
| | valign=top | Broadsword / Two-Handed Sword
| |
| | valign=top align="center" | B271
| |
| | valign=top | Can be used one handed or two handed.
| |
| |- class="greenrow"
| |
| | valign=top | Sword, Thrusting Broadsword
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | sw+1 cut
| |
| | valign=top align="center" | thr+2 imp
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 60 sp
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | 10
| |
| | valign=top | Broadsword
| |
| | valign=top align="center" | B271
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top | Sword, Thrusting Greatsword
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | sw+3 cut
| |
| | valign=top align="center" | thr+3 imp
| |
| | valign=top align="center" | 1, 2 / 2
| |
| | valign=top align="center" | 0
| |
| | valign=top align="center" | 90 sp
| |
| | valign=top align="center" | 7
| |
| | valign=top align="center" | 12†
| |
| | valign=top | Two-Handed Sword
| |
| | valign=top align="center" | B274
| |
| | valign=top |
| |
| |- class="greenrow"
| |
| | valign=top | Teeth, Blunt
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr-1 cr
| |
| | valign=top align="center" | C
| |
| | valign=top align="center" | No
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top | Brawling or DX
| |
| | valign=top align="center" | B271
| |
| | valign=top | Brawling (p. 182) improves damage
| |
| |-
| |
| | valign=top | Teeth, Fangs
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr-1 imp
| |
| | valign=top align="center" | C
| |
| | valign=top align="center" | No
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top | Brawling or DX
| |
| | valign=top align="center" | B271
| |
| | valign=top | Brawling (p. 182) improves damage
| |
| |-
| |
| | valign=top | Teeth, Sharp
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr-1 cut
| |
| | valign=top align="center" | C
| |
| | valign=top align="center" | No
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | –
| |
| | valign=top | Brawling or DX
| |
| | valign=top align="center" | B271
| |
| | valign=top | Brawling (p. 182) improves damage
| |
| |-
| |
| | valign=top | Trident
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | thr + 3(0.5) imp / thr + 4 (0.5) imp
| |
| | valign=top align="center" | 1* / 1, 2*
| |
| | valign=top align="center" | 0U / 0
| |
| | valign=top align="center" | 8 sp
| |
| | valign=top align="center" | 5
| |
| | valign=top align="center" | 11 / 10†
| |
| | valign=top | Spear
| |
| | 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.
| |
| |- class="greenrow"
| |
| | valign=top | Warhammer
| |
| | valign=top align="center" | 3
| |
| | valign=top align="center" | sw+3 imp
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1, 2*
| |
| | valign=top align="center" | 0U
| |
| | valign=top align="center" | 10 sp
| |
| | valign=top align="center" | 7
| |
| | valign=top align="center" | 12‡
| |
| | valign=top | Two-Handed Axe/Mace
| |
| | valign=top align="center" | B274
| |
| | valign=top | May get stuck; see Picks (p. B405).
| |
| |- class="greenrow"
| |
| | valign=top | Whip
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | sw-2(0.5) cr
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1-7*
| |
| | valign=top align="center" | -2U
| |
| | valign=top align="center" | 2 sp
| |
| | valign=top align="center" | 2
| |
| | valign=top align="center" | var.
| |
| | valign=top | Whip
| |
| | 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).
| |
| |- class="greenrow"
| |
| | valign=top | Whip, Light
| |
| | valign=top align="center" | 1
| |
| | valign=top align="center" | sw-5(0.5) cr
| |
| | valign=top align="center" | –
| |
| | valign=top align="center" | 1-7*
| |
| | valign=top align="center" | -2U
| |
| | valign=top align="center" | 2 sp
| |
| | valign=top align="center" | 0.5
| |
| | valign=top align="center" | var.
| |
| | valign=top | Whip
| |
| | valign=top align="center" | LT64
| |
| | 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).
| |
| |}
| |
| ===Missile Weapons=== | | ===Missile Weapons=== |
| ====Weapon==== | | ====Weapon==== |
Original article: 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.
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
|
A victim loses HP equal to the damage that penetrates his DR. Halve this for small piercing attacks; increase it by 50% for cutting and large piercing attacks; and double it for impaling and huge piercing attacks. Subtract fatigue damage from FP instead of HP. Afflictions cause no injury, but impose a particular affliction on a failed HT roll, as specified in the weapon’s notes. See Damage and Injury (p. B377) for additional rules.
Explosions: An “ex” after crushing or burning damage indicates the attack produces an explosion. This may injure those nearby: divide damage by three times distance in yards from the center of the blast. Some explosions scatter fragments that inflict cutting damage on anyone nearby (see Fragmentation Damage, p. B414). Fragmentation damage appears in brackets; e.g., “3d [2d] cr ex” means an explosion that inflicts 3d crushing damage and throws fragments that do 2d cutting damage. The “danger radius” for fragments is five yards times the dice of fragmentation damage; e.g., 10 yards for [2d]. If an explosive attack has an armor divisor, this only applies to the DR of a target
that takes a direct hit – not to those caught in the blast radius or hit by fragments.
Afflictions: Some special weapons don’t list dice of damage. Instead, they give a HT modifier; e.g., “HT-3.” Anyone who is hit must attempt a HT roll at the listed penalty to avoid the effects of the affliction (e.g., unconsciousness). For example, a stun gun calls for a HT-3 roll to avoid being stunned for (20 - HT) seconds. Note that DR (modified by any armor divisor) normally adds to the victim’s HT; for instance, a DR 2 leather jacket would give +2 to your HT roll to resist that stun gun.
Other Effects: A few weapons have additional linked or follow-up effects, noted on a second line. These occur simultaneously with the primary attack on a successful hit. For details, see Linked Effects (p. B381) and Follow-Up Damage (p. B381).
Reach
This is the distance in yards at which a human-sized or smaller wielder can strike with the weapon. For example, reach “2” means the weapon can only strike a foe two yards away – not a closer or more distant one.
“C” indicates you can use the weapon in close combat; see Close Combat (p. B391).
Some weapons have a continuum of reaches; e.g., a spear with reach “1, 2” can strike targets either one or two yards away. An asterisk (*) next to reach means the weapon is awkward enough that it requires a Ready maneuver to change reach (e.g., between 1 and 2). Otherwise, you can strike at foes that are at any distance within the weapon’s reach.
Parry
A number, such as “+2” or “-1,” indicates the bonus or penalty to your Parry defense when using that weapon (see Parrying, p. B376). For most weapons, this is “0,” meaning “no modifier.”
“F” means the weapon is a fencing weapon (see p. B404).
“U” means the weapon is unbalanced: you cannot use it to parry if you have already used it to attack this turn (or vice versa).
“No” means the weapon cannot parry at all.
Cost
The price of a new weapon, in silver pieces. For swords and knives, this includes a sheath or a scabbard.
Weight
The weight of the weapon, in pounds; “neg.” means “negligible.”
ST (Strength)
The minimum Strength required to use the weapon properly. If you try to use a weapon that requires more ST than you have, you will be at -1 to weapon skill per point of ST you lack and lose one extra FP at the end of any fight that lasts long enough to fatigue you.
For a melee weapon, your effective ST for damage purposes cannot exceed triple the weapon’s minimum ST. For instance, a large knife has minimum ST 6, so its “maximum ST” is 18; if your ST were 19+, you would compute your damage as if you had ST 18.
Natural weapons (e.g., a punch or kick) have neither minimum nor maximum ST.
“†” means the weapon requires two hands. If you have at least 1.5 times the listed ST (round up), you can use a weapon like this in one hand, but it becomes unready after you attack with it. If you have at least twice the listed ST, you can wield it one-handed with no readiness penalty. But if it requires one hand to hold it and another to operate a moving part, like a bow or a pump shotgun, it always requires two hands, regardless of ST.
“‡” means the weapon requires two hands and becomes unready after you attack with it, unless you have at least 1.5 times the listed ST (round up). To use it in one hand without it becoming unready, you need at least three times the listed ST.
Notes
Any applicable notes for the weapon or its usage are listed here.
Melee Weapon Quality
Muscle-powered melee and thrown weapons come in several quality grades, described below. Quality influences the odds of breakage when you
parry a very heavy weapon; see Parrying Heavy Weapons (p. B376).
Cheap
|
+2
|
0 (-1 Acc)
|
-40%
|
Good
|
+0
|
+0
|
+0%
|
Fine
|
-1
|
+1 (cutting/impaling only)
|
x4 (fencing or sword), x3 (crushing or impaling weapon) or x10 (cutting weapon)
|
Very Fine
|
-2
|
+2 (cutting/impaling only)
|
x20 (fencing weapons and swords only)
|
Presentation
|
N/A
|
N/A
|
x5 to x20 (stacks with price modifiers above)
|
Melee Weapon Composition
Stone
|
0
|
Armor divisor (0.5) on cutting and impaling damage, no damage bonus for being fine or better; treat as cheap when parrying a swung metal weapon
|
Obsidian
|
1
|
+1 to cutting/impaling damage, +2 to breakage; loses damage bonus if used to parry any weapon or strike DR 2+
|
Bronze
|
1
|
No damage bonus for being fine or better; treat as cheap when parrying a swung weapon of superior metals
|
Solid Silver
|
1
|
Cost x20 list price
|
Silver Coated
|
1
|
Cost x3; wounding multiplier for Vulnerability (Silver) reduced (x2 to x1.5, x3 to x2, x4 to x3)
|
Iron
|
2
|
No damage bonus for being fine or better; No damage bonus for being fine or better; treat as cheap when parrying a swung weapon of superior metals
|
Steel
|
3
|
Default composition; no modifiers
|
Melee Weapon Table
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
The general class of weapon in question; e.g., “blowpipe” or “crossbow.” 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 your campaign’s TL or less, unless you have the High TL trait (p. 23).
Damage
For missile weapons, such as bows and crossbows, 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.
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.
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
|
A victim loses HP equal to the damage that penetrates his DR. Halve this for small piercing attacks; increase it by 50% for cutting and large piercing attacks; and double it for impaling and huge piercing attacks. Subtract fatigue damage from FP instead of HP. Afflictions cause no injury, but impose a particular affliction on a failed HT roll, as specified in the weapon’s notes. See Damage and Injury (p. B377) for additional rules.
Explosions: An “ex” after crushing or burning damage indicates the attack produces an explosion. This may injure those nearby: divide damage by three times distance in yards from the center of the blast. Some explosions scatter fragments that inflict cutting damage on anyone nearby (see Fragmentation Damage, p. B414). Fragmentation damage appears in brackets; e.g., “3d [2d] cr ex” means an explosion that inflicts 3d crushing damage and throws fragments that do 2d cutting damage. The “danger radius” for fragments is five yards times the dice of fragmentation damage; e.g., 10 yards for [2d]. If an explosive attack has an armor divisor, this only applies to the DR of a target
that takes a direct hit – not to those caught in the blast radius or hit by fragments.
Afflictions: Some special weapons don’t list dice of damage. Instead, they give a HT modifier; e.g., “HT-3.” Anyone who is hit must attempt a HT roll at the listed penalty to avoid the effects of the affliction (e.g., unconsciousness). For example, a stun gun calls for a HT-3 roll to avoid being stunned for (20 - HT) seconds. Note that DR (modified by any armor divisor) normally adds to the victim’s HT; for instance, a DR 2 leather jacket would give +2 to your HT roll to resist that stun gun.
Other Effects: A few weapons have additional linked or follow-up effects, noted on a second line. These occur simultaneously with the primary attack on a successful hit. For details, see Linked Effects (p. B381) and Follow-Up Damage (p. B381).
Acc (Accuracy)
Add Accuracy to your skill if you took an Aim maneuver on the turn prior to your attack. If the weapon has a builtin scope, the bonus for this appears as a separate modifier after the weapon’s base Acc; e.g., “7+2.”
Range
If a weapon has only one range number, this is the Maximum Range (Max) in yards at which it can attack a target. If two numbers appear, separated by a slash, the first is Half-Damage Range (1/2D) and the second is Max. Damaging attacks on targets at or beyond 1/2D inflict half damage, and those that require a HT roll to resist are resisted at +3.
Muscle-powered weapons usually list 1/2D and Max as multiples of the wielder’s ST, not as a fixed range. For example, “x10/x15” means 1/2D is 10xST and Max is 15xST, so someone with ST 10 would have 1/2D 100 and Max 150. For bows, crossbows and mechanical artillery, use the weapon’s ST in these formulas.
A few weapons have a minimum range, given in their Notes. The weapon cannot attack a target closer than this range – usually because it fires in a high arc, or has safety, fusing, or guidance limitations.
Weight
The weight of the weapon, in pounds; “neg.” means “negligible.” For missile weapons with Shots 2+, this is loaded weight.
RoF (Rate of Fire)
The maximum number of shots an ordinary shooter can fire in a one-second turn.
Shots
The number of shots the weapon can fire before you must reload or recharge it. “T” means the weapon is thrown. To “reload,” pick it up or ready a new weapon!
The parenthetical number following Shots indicates the number of one second Ready maneuvers needed to reload all of the weapon’s shots (e.g., by changing magazines) – or, for a thrown weapon, the time needed to ready another weapon. An “i” next to this means you must load shots individually: the time listed is per shot rather than for all shots.
A crossbow or prodd takes the indicated time to ready (4 turns) only if its ST is no greater than yours (see Crossbows and ST, below). Double this if the bow’s ST is 1 or 2 greater. If its ST is 3 or 4 greater, you need a “goat’s foot” device to cock it; this takes 20
turns, and requires you to stand. If its ST is 5 or more above yours, you cannot reload it at all.
Cost
The price of a new weapon, in silver coins.
ST (Strength)
The minimum Strength required to use the weapon properly. If you try to use a weapon that requires more ST than you have, you will be at -1 to weapon skill per point of ST you lack and lose one extra FP at the end of any fight that lasts long enough to fatigue you.
“†” means the weapon requires two hands. If you have at least 1.5 times the listed ST (round up), you can use a weapon like this in one hand, but it becomes unready after you attack with it. If you have at least twice the listed ST, you can wield it one-handed with no readiness penalty. But if it requires one hand to hold it and another to operate a moving part, like a bow or crossbow, it always requires two hands, regardless of ST.
Crossbows and ST: Bows, crossbows, and prodds have their own ST value. Use this instead of your ST to determine range and damage. You must specify the ST of such a weapon when you buy it. You can always use a weapon that is weaker than you. You can use a stronger crossbow or prodd; it does more damage but take longer to cock (see Shots, above). You cannot use a stronger bow.
Bulk
A measure of the weapon’s size and handiness. Bulk modifies your weapon skill when you take a Move and Attack maneuver (see Move and Attack, p. 365). It also serves as a penalty to Holdout skill when you attempt to conceal the weapon.
Notes
Any applicable notes for the weapon or its usage are listed here.
Missile Weapon Quality
Blowpipes, bows, and crossbows may be fine weapons. Increase 1/2D and Max range by 20%. They cost 4 times list price.
Thrown weapons, and arrows and bolts, use the rules under Melee Weapon Quality (p. B274).
“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
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
Arrow, Barbed
|
3
|
Arrow
|
0.2 sp
|
0.1
|
LT73
|
When removed, inflicts half the damage delivered when going in
|
Arrow, Blunt
|
3
|
Arrow
|
0.1 sp
|
0.1
|
LT73
|
Damage changes from impaling to crushing
|
Arrow, Bodkin
|
3
|
Arrow
|
0.2 sp
|
0.1
|
B277
|
Damage changes from impaling to piercing with an armor divisor of 2
|
Arrow, Cutting
|
3
|
Arrow
|
0.2 sp
|
0.1
|
LT73
|
Damage changes from impaling to cutting
|
Arrow, Cutting, Barbed
|
3
|
Arrow
|
0.2 sp
|
0.1
|
LT73
|
Damage changes from impaling to cutting, -1 to Acc, range x10/x15, inflicts half the damage delivered when removed
|
Arrow, Flight
|
2
|
Arrow
|
0.2 sp
|
0.1
|
LT73
|
Double both range multipliers, but with half damage out to 1/2 D and no damage past 1/2D
|
Arrow, Humming Bulb
|
3
|
Arrow
|
0.2 sp
|
0.1
|
LT73
|
Gives -1 to Acc and subtracts 5 from both range multipliers; damaage is crushing with armor divisor 0.5
|
Arrow, Normal
|
0
|
Arrow
|
0.2 sp
|
0.1
|
B276
|
|
Bolt
|
2
|
Bolt
|
0.2 sp
|
0.06
|
B276
|
|
Bullet, Sling
|
0
|
Bullet
|
0.06 sp
|
0.05
|
B276
|
|
Dart
|
0
|
Dart
|
0.01 sp
|
0.05
|
B276
|
Follow-up drug or poison attack if damage penetrates DR. Effects depend on the poison used; see Poison (p. 437);
|
Dart, Sling
|
1
|
Dart
|
0.1 sp
|
0.25
|
B276
|
Follow-up drug or poison attack if damage penetrates DR. Effects depend on the poison used; see Poison (p. 437);
|
Pellet, Lead
|
3
|
Pellet
|
0.01 sp
|
0.06
|
B276
|
|
Stone, Heavy
|
0
|
Bullet
|
0.01 sp
|
1
|
B276
|
|
Stone, Unshaped, Sling
|
0
|
Bullet
|
0 sp
|
0.05
|
B276
|
-1 to hit
|
Barding
Leather & Cloth, Full
|
2
|
torso, groin
|
2
|
34.5 sp
|
30
|
4
|
|
Leather & Cloth, Head/Neck
|
2
|
neck, skull
|
2
|
8 sp
|
4
|
4
|
|
Leather & Cloth, Mask
|
1
|
face
|
2
|
4 sp
|
3
|
4
|
Gives mount the No Peripheral Vision disadvantage (p. B151) while worn.
|
Leather & Cloth, Partial
|
1
|
torso
|
2
|
26 sp
|
12
|
4
|
Only protects from the front
|
Mail, Full
|
3
|
torso, groin
|
4/2
|
67 sp
|
59
|
3
|
Flexible; Split DR: use the lower DR against crushing attacks.
|
Mail, Head/Neck
|
2
|
neck, skull
|
4/2
|
10 sp
|
15
|
3
|
Flexible; Split DR: use the lower DR against crushing attacks.
|
Mail, Mask
|
2
|
face
|
4/2
|
6 sp
|
7
|
3
|
Flexible; Gives mount the No Peripheral Vision disadvantage (p. B151) while worn; split DR: use the lower DR against crushing attacks.
|
Mail, Partial
|
2
|
torso
|
4/2
|
44 sp
|
20
|
3
|
Only protects from the front; Split DR: use the lower DR against crushing attacks.
|
Plate, Full
|
3
|
torso, groin
|
5
|
165 sp
|
90
|
3
|
|
Plate, Head/Neck
|
3
|
neck, skull
|
5
|
33 sp
|
18
|
3
|
|
Plate, Leggings
|
3
|
legs
|
5
|
40 sp
|
20
|
3
|
Weight and cost are per pair of legs protected. Each pair gives -1 to Move.
|
Plate, Mask
|
3
|
face
|
5
|
20 sp
|
12
|
3
|
Gives mount the No Peripheral Vision disadvantage (p. B151) while worn.
|
Scale, Head/Neck
|
2
|
neck, skull
|
4
|
32 sp
|
20
|
3
|
|
Scale, Mask
|
2
|
face
|
4
|
20 sp
|
12
|
3
|
Gives mount the No Peripheral Vision disadvantage (p. B151) while worn.
|
Scale, Partial
|
2
|
torso
|
4
|
48 sp
|
60
|
3
|
Only protects from the front;
|
|
Shields
Cloak, Heavy
|
1
|
2
|
5 sp
|
5
|
1/5
|
–
|
Cloak
|
Can be used offensively to entangle; see Cloaks (p. B404).
|
Cloak, Light
|
1
|
1
|
2 sp
|
2
|
1/3
|
–
|
Cloak
|
Can be used offensively to entangle; see Cloaks (p. B404).
|
Shield, Buckler
|
0
|
1
|
2.5 sp
|
2
|
5/20
|
4
|
Shield (Buckler)
|
Can be readied in 1 turn and dropped as a free action
|
Shield, Large Iron
|
3
|
3
|
45 sp
|
50
|
12/120
|
4
|
Shield
|
Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
|
Shield, Large Iron, Spiked
|
3
|
3
|
47 sp
|
55
|
12/120
|
4
|
Shield
|
Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
|
Shield, Large Wooden
|
1
|
3
|
9 sp
|
25
|
9/60
|
4
|
Shield
|
Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
|
Shield, Large Wooden, Spiked
|
2
|
3
|
11 sp
|
30
|
9/60
|
4
|
Shield
|
Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
|
Shield, Light Iron
|
3
|
1
|
12.5 sp
|
4
|
8/40
|
4
|
Shield
|
Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
|
Shield, Light Wooden
|
0
|
1
|
2.5 sp
|
2
|
5/20
|
4
|
Shield
|
Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
|
Shield, Medium Iron
|
3
|
2
|
30 sp
|
30
|
10/80
|
4
|
Shield
|
Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
|
Shield, Medium Iron, Spiked
|
3
|
2
|
32 sp
|
35
|
10/80
|
4
|
Shield
|
Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
|
Shield, Medium Wooden
|
1
|
2
|
6 sp
|
15
|
7/40
|
4
|
Shield
|
Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
|
Shield, Medium Wooden, Spiked
|
2
|
2
|
8 sp
|
20
|
7/40
|
4
|
Shield
|
Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
|
Shield, Small Iron
|
3
|
1
|
20 sp
|
16
|
9/60
|
4
|
Shield
|
Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
|
Shield, Small Iron Spiked
|
3
|
1
|
22 sp
|
21
|
9/60
|
4
|
Shield
|
Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
|
Shield, Small Wooden
|
0
|
1
|
4 sp
|
8
|
6/30
|
4
|
Shield
|
Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
|
Shield, Small Wooden, Spiked
|
2
|
1
|
6 sp
|
13
|
6/30
|
4
|
Shield
|
Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. B371)
|
|
Climbing Gear
Climbing Kit
|
2
|
2 sp
|
4
|
B288
|
Hammer, spikes, carabiners.
|
Climbing Pole
|
1
|
8 sp
|
5
|
LT125
|
|
Climbing Spikes, set of four
|
2
|
15 sp
|
2
|
LT125
|
|
Cord, 3/16”
|
0
|
0.1 sp
|
0.5
|
B288
|
Supports 90 lbs. Per 10 yards.
|
Grappling Hook, Padded
|
1
|
3 sp
|
3
|
LT125
|
Hearing distance 2 yards (see B358)
|
Grappling Hook, Unpadded
|
1
|
2 sp
|
2
|
LT125
|
Hearing distance 4 yards (see B358)
|
Iron Spike (Piton)
|
2
|
0.1 sp
|
0.5
|
B288
|
For climbing, spiking doors, etc.
|
Ladder, 6'
|
1
|
36 sp
|
90
|
LT125
|
|
Ladder, Rope, 30 feet
|
1
|
5 sp
|
22
|
LT125
|
|
Piton
|
2
|
0.4 sp
|
0.75
|
LT125
|
|
Piton Hammer
|
2
|
1 sp
|
1
|
LT125
|
|
Rope, 3/8"
|
0
|
0.5 sp
|
1.5
|
B288
|
Supports 300 lbs; per 10 yds
|
Clothing
Apron, Leather
|
1
|
6 sp
|
3
|
LT99
|
DR 1
|
Boots, leather
|
2
|
8 sp
|
3
|
LT98
|
|
Cloak, Expensive (Status 4)
|
0
|
600 sp
|
2
|
LT99
|
|
Cloak, Freeman (Status 0)
|
0
|
6 sp
|
2
|
LT99
|
|
Cloak, Leather/Wool, Expensive (Status 4)
|
0
|
900 sp
|
3
|
LT99
|
|
Cloak, Leather/Wool, Freeman (Status 0)
|
0
|
9 sp
|
3
|
LT99
|
|
Cloak, Leather/Wool, Poor (Status -2)
|
0
|
1.5 sp
|
3
|
LT99
|
|
Cloak, Poor (Status -2)
|
0
|
1 sp
|
2
|
LT99
|
|
Clothing, Ordinary, Freeman (Status 0)
|
0
|
12 sp
|
2
|
LT98
|
|
Clothing, Ordinary, Merchant (Status 1)
|
0
|
240 sp
|
2
|
LT98
|
|
Clothing, Ordinary, Noble (Status 4)
|
0
|
1200 sp
|
2
|
LT98
|
|
Clothing, Ordinary, Poor (Status -2)
|
0
|
2 sp
|
2
|
LT98
|
|
Clothing, Ordinary, Royal (Status 7)
|
0
|
1200000 sp
|
2
|
LT98
|
|
Clothing, Summer, Freeman (Status 0)
|
0
|
6 sp
|
1
|
LT97
|
|
Clothing, Summer, Merchant (Status 1)
|
0
|
120 sp
|
1
|
LT97
|
|
Clothing, Summer, Noble (Status 4)
|
0
|
600 sp
|
1
|
LT97
|
|
Clothing, Summer, Poor (Status -2)
|
0
|
1 sp
|
1
|
LT97
|
|
Clothing, Summer, Royal (Status 7)
|
0
|
600000 sp
|
1
|
LT97
|
|
Clothing, Winter, Freeman (Status 0)
|
0
|
18 sp
|
5
|
LT98
|
DR 1 vs. cutting
|
Clothing, Winter, Merchant (Status 1)
|
0
|
360 sp
|
5
|
LT98
|
DR 1 vs. cutting
|
Clothing, Winter, Noble (Status 4)
|
0
|
1800 sp
|
5
|
LT98
|
DR 1 vs. cutting
|
Clothing, Winter, Poor (Status -2)
|
0
|
3 sp
|
5
|
LT98
|
DR 1 vs. cutting
|
Clothing, Winter, Royal (Status 7)
|
0
|
1800000 sp
|
5
|
LT98
|
DR 1 vs. cutting
|
Coat, Long
|
1
|
5 sp
|
5
|
LT99
|
|
Coat, Long, Heavy
|
1
|
25 sp
|
10
|
LT99
|
DR 1
|
Foot Wrappings
|
0
|
0.2 sp
|
0.5
|
LT98
|
|
Foot Wrappings, Boot
|
0
|
1 sp
|
2
|
LT98
|
|
Hunting Shirt, Dyed
|
1
|
10 sp
|
5
|
LT126
|
+2 (quality) to Camouflage if for appropriate, terrain, climate and season
|
Hunting Shirt, Plain
|
1
|
5 sp
|
5
|
LT126
|
+1 (quality) to Camouflage if for appropriate, terrain, climate and season
|
Mittens
|
0
|
0.8 sp
|
0.5
|
LT98
|
DR 1 vs. cutting; gives Bad Grip 1 (p. B123) and Ham-Fisted 2 (p. B138)
|
Shoes, leather
|
1
|
4 sp
|
2
|
LT98
|
|
Containers
Backpack, Frame
|
1
|
10 sp
|
10
|
B288
|
Holds 100 lbs. of gear.
|
Backpack, Small
|
1
|
6 sp
|
3
|
B288
|
Holds 40 lbs. of gear
|
Bottle, Ceramic
|
1
|
0.3 sp
|
1
|
B288
|
Holds 1 quart of liquid (2 lbs. if water)
|
Hip Quiver
|
0
|
1.5 sp
|
1
|
B289
|
Holds 20 arrows or bolts
|
Pouch or Purse, Small
|
1
|
1 sp
|
-
|
B288
|
Holds 3 lbs.
|
Saddlebags
|
2
|
2.5 sp
|
0
|
LT134
|
holds 40 lbs.
|
Shoulder Quiver
|
0
|
1 sp
|
0.5
|
B289
|
Holds 12 arrows or bolts
|
Wineskin
|
0
|
1 sp
|
0.25
|
B288
|
Holds 1 gallon of liquid (8 lbs. if water)
|
Craftsman Kits
Camping Kit, Group
|
0
|
5 sp
|
20
|
B288
|
Basic equipment for Cooking and Survival skill for a group. Cook pot, rope, hatchet, etc. for 3-8 campers.
|
Camping Kit, Personal
|
0
|
0.5 sp
|
1
|
B288
|
Minimum gear for camping: -2 to any Survival roll without it. Includes utensils, tin- derbox or flint and steel, towel, etc., as TL permits.
|
Housebreaker's Kit
|
2
|
25.5 sp
|
16
|
LT126
|
Includes lockpicks, small pry-bar, mallet, chisel, small saw, 10 yards of 3/8" rope, padded grappling hook and lantern packed in a sack capacious enough to hold some swag
|
Scribe's Kit
|
3
|
5 sp
|
2
|
B288
|
Quills, inkbottles, penknife, paper
|
Surveyor's Kit
|
2
|
24.5 sp
|
40
|
LT43
|
Includes surveyor's cross, dioptra, two 10' poles, 120' of cord, 20 posts to mark points on the ground
|
Torture Kit
|
2
|
15 sp
|
8
|
LT131
|
May include knives, pincers, hammers, metallic slivers, irons for heating in a fire, vises, etc.
|
Food and Drink
Distilled Liquors, per pint
|
3
|
2 sp
|
|
LT36
|
|
Fermented Beverages, per gallon
|
1
|
0.5 sp
|
|
LT36
|
|
Traveler's Rations
|
0
|
0.2 sp
|
0.5
|
B288
|
One meal of dried meat, cheese, etc.
|
Games and Toys
Board Games
|
1
|
4 sp
|
3
|
LT39
|
|
Cards
|
3
|
5 sp
|
0.5
|
LT40
|
|
Dice
|
1
|
0.6 sp
|
0
|
LT39
|
|
Doll, Clay
|
0
|
0.4 sp
|
0.25
|
LT39
|
|
Doll, Cloth
|
0
|
0.4 sp
|
0
|
LT39
|
|
Dominos, 30 tiles
|
1
|
2.2 sp
|
1.5
|
LT39
|
|
Kite
|
2
|
3.3 sp
|
2
|
LT40
|
|
Jewelry
Beads, copper, per foot
|
0
|
0.3 sp
|
0.3
|
LT38
|
|
Beads, gold, per foot
|
0
|
1200 sp
|
0.6
|
LT38
|
|
Beads, silver, per foot
|
0
|
35 sp
|
0.35
|
LT38
|
|
Bracelet, copper
|
0
|
0.7 sp
|
0.3
|
LT38
|
|
Bracelet, gold
|
0
|
1200 sp
|
0.6
|
LT38
|
|
Bracelet, silver
|
0
|
35 sp
|
0.35
|
LT38
|
|
Chain, copper, per foot
|
0
|
0.4 sp
|
0.03
|
LT38
|
|
Chain, gold, per foot
|
0
|
120 sp
|
0.06
|
LT38
|
|
Chain, silver, per foot
|
0
|
3.5 sp
|
0.035
|
LT38
|
|
Crown, copper
|
0
|
0.7 sp
|
0.5
|
LT38
|
|
Crown, gold
|
0
|
2000 sp
|
1
|
LT38
|
|
Crown, silver
|
0
|
60 sp
|
0.6
|
LT38
|
|
Fibula, copper
|
0
|
0.6 sp
|
0.2
|
LT38
|
|
Fibula, gold
|
0
|
800 sp
|
0.4
|
LT38
|
|
Fibula, silver
|
0
|
23 sp
|
0.23
|
LT38
|
|
Piercing, copper
|
0
|
0.2 sp
|
0.01
|
LT38
|
|
Piercing, gold
|
0
|
40 sp
|
0.02
|
LT38
|
|
Piercing, silver
|
0
|
1 sp
|
0.01
|
LT38
|
|
Plug, copper
|
0
|
0.2 sp
|
0.05
|
LT38
|
|
Plug, gold
|
0
|
200 sp
|
0.1
|
LT38
|
|
Plug, silver
|
0
|
6 sp
|
0.06
|
LT38
|
|
Ring, copper
|
0
|
0.3 sp
|
0.1
|
LT38
|
|
Ring, gold
|
0
|
400 sp
|
0.2
|
LT38
|
|
Ring, silver
|
0
|
12 sp
|
0.12
|
LT38
|
|
Torc, copper
|
0
|
0.7 sp
|
0.4
|
LT38
|
|
Torc, gold
|
0
|
1700 sp
|
0.85
|
LT38
|
|
Torc, silver
|
0
|
50 sp
|
0.5
|
LT38
|
|
Luxuries
Cosmetics, Better, Cheap, per use
|
0
|
0.2 sp
|
0.05
|
LT36
|
|
Cosmetics, Better, Expensive, per use
|
0
|
0.5 sp
|
0.05
|
LT36
|
|
Cosmetics, Common, Cheap, per use
|
0
|
0.025 sp
|
0.025
|
LT36
|
|
Cosmetics, Common, Expensive, per use
|
0
|
0.1 sp
|
0.025
|
LT36
|
|
Incense, Cheap, per ounce
|
0
|
0.6 sp
|
0.1
|
LT36
|
|
Incense, Fine, per ounce
|
0
|
1.5 sp
|
0.1
|
LT36
|
|
Perfume, Cheap, per application
|
0
|
0.3 sp
|
0.01
|
LT36
|
|
Perfume, Expensive, per application
|
0
|
2 sp
|
0.01
|
LT36
|
|
Pipe
|
0
|
0.1 sp
|
0.25
|
LT36
|
|
Tobacco
|
0
|
1 sp
|
0.25
|
LT36
|
|
Water Pipe
|
2
|
3.5 sp
|
5
|
LT36
|
|
Medical Gear
Arrow Spoon
|
2
|
3 sp
|
0
|
LT148
|
Used to extract an arrow without further injury to the patient
|
Barber's Kit
|
1
|
10 sp
|
3
|
LT148
|
-1 to Surgery, over and above the standard TL modifier; includes knife, razor, scissors, small whetstone, spoon, tiny file
|
Bleeding Cup
|
1
|
2.5 sp
|
0.5
|
LT153
|
|
Cataract Needles
|
2
|
5 sp
|
0
|
LT149
|
|
Catheter
|
2
|
5 sp
|
0
|
LT148
|
Roll against Esoteric Medicine, Physician or Surgery to use it
|
Cautery
|
2
|
5 sp
|
0.5
|
LT149
|
|
Diagnostic Manual, Basic
|
1
|
3.5 sp
|
2
|
LT145
|
|
Diagnostic Manual, Comprehensive
|
1
|
17.5 sp
|
20
|
LT145
|
+2 to skill for known conditions
|
Eyelash Cautery
|
2
|
12.5 sp
|
0
|
LT149
|
|
Eyelash Forceps
|
2
|
12.5 sp
|
0
|
LT149
|
|
First Aid Kit
|
var
|
5 sp
|
2
|
B289
|
A complete kit for treating wounds, with bandages, ointments, etc; +1 to First Aid skill
|
Forceps
|
1
|
2.5 sp
|
0
|
LT148
|
+2 to skill for fine tasks that benefit from a firm grip; eliminate penalties for awkward reach (see LT147)
|
Forceps, Dental
|
2
|
5 sp
|
0.5
|
LT148
|
|
Forceps, Dental Splinter
|
2
|
5 sp
|
0
|
LT148
|
|
Forceps, Staphylagra
|
2
|
7.5 sp
|
0
|
LT148
|
|
Hook, Surgical
|
1
|
1 sp
|
0
|
LT148
|
|
Lancet
|
2
|
2.5 sp
|
0
|
LT153
|
|
Needle, Surgical
|
1
|
0.5 sp
|
0
|
LT148
|
|
Probe, Surgical
|
1
|
1 sp
|
0
|
LT148
|
|
Scalpel
|
1
|
3 sp
|
0
|
LT148
|
|
Speculum
|
2
|
6 sp
|
1
|
LT148
|
reduces awkward reach penalties to Surgery from -6 to -3
|
Splints, Arm
|
0
|
2.5 sp
|
1
|
LT146
|
|
Splints, Leg
|
0
|
5 sp
|
2
|
LT146
|
|
Surgeon Kit, Large
|
1
|
150 sp
|
40
|
LT149
|
Includes equivalent of two small kits, plus bone chisels and small hammers; at TL2, includes arrow spoons, catheters, cauteries and specula; gives +1 (quality) to Surgery
|
Surgeon Kit, Small
|
1
|
30 sp
|
15
|
LT149
|
Includes forceps, hooks, needles, probes, scalpels, a supply of thread and bandages; basic equipment for Surgery
|
Surgical Instuments
|
var
|
30 sp
|
15
|
B289
|
Includes scalpels, forcepts, etc; basic equipment for Surgery Skill
|
Tourniquet
|
0
|
0.2 sp
|
0
|
LT145
|
|
Traction Bench
|
2
|
50 sp
|
125
|
LT149
|
|
Trephin
|
2
|
12 sp
|
1
|
LT148
|
|
|
Mounts
Camel
|
150 sp
|
1400
|
B459
|
Ground speed 14 and can travel 112 miles per day
|
Donkey
|
100 sp
|
500
|
B459
|
Ground speed 8 and can travel 48 miles per day
|
Horse, Draft
|
200 sp
|
2000
|
B459
|
Ground speed 12 and can travel 120 miles per day
|
Horse, Heavy Warhorse
|
500 sp
|
1900
|
B460
|
Ground speed 14 and can travel 140 miles per day
|
Horse, Light Warhorse
|
400 sp
|
1400
|
B459
|
Ground speed 14 and can travel 112 miles per day
|
Horse, Racehorse
|
400 sp
|
1100
|
B460
|
Ground speed 18 and can travel 144 miles per day
|
Horse, Saddle
|
120 sp
|
1200
|
B460
|
Ground speed 12 and can travel 96 miles per day
|
Mule, Large
|
200 sp
|
1400
|
B460
|
Ground speed 9 and can travel 72 miles per day
|
Mule, Small
|
100 sp
|
800
|
B460
|
Ground speed 8 and can travel 48 miles per day
|
Oxen
|
150 sp
|
2500
|
B460
|
Ground speed 8 and can travel 80 miles per day
|
Pony
|
150 sp
|
800
|
B460
|
Ground speed 14 and can travel 84 miles per day
|
Musical Instruments
Bagpipe
|
3
|
15 sp
|
8
|
LT49
|
|
Fife
|
2
|
10 sp
|
1
|
LT49
|
|
Harp
|
1
|
60 sp
|
7
|
LT49
|
|
Hunting Horn, Brass
|
3
|
20 sp
|
2
|
LT49
|
|
Kettledrums, Cavalry
|
3
|
25 sp
|
28
|
LT49
|
|
Trumpet
|
2
|
20 sp
|
2
|
LT49
|
|
Personal Gear
Abacus
|
2
|
5 sp
|
2
|
LT50
|
|
Bathtub, Earthenware
|
1
|
16 sp
|
60
|
LT36
|
|
Bathtub, Metal
|
1
|
160 sp
|
80
|
LT36
|
|
Blanket
|
1
|
2 sp
|
4
|
B288
|
A warm sleeping blanket
|
Brush
|
1
|
0.6 sp
|
0.5
|
LT36
|
|
Brush
|
1
|
0.2 sp
|
0
|
LT46
|
|
Burning Glass, Glass
|
3
|
2 sp
|
0.5
|
LT35
|
|
Burning Glass, Quartz
|
2
|
4 sp
|
1
|
LT35
|
|
Candle Case
|
3
|
1.5 sp
|
0.7
|
LT44
|
Used with a graduated candle to tell time
|
Candle, Graduated
|
3
|
4 sp
|
6
|
LT44
|
6 candles, used with a Candle Case to tell time
|
Candle, Tallow
|
1
|
0.5 sp
|
1
|
B288
|
Smoky! Lasts 12 hrs.
|
Comb
|
0
|
0.3 sp
|
0.2
|
LT36
|
|
Compass
|
3
|
2.5 sp
|
1
|
LT52
|
+1 to Navigation rolls
|
Cylinder Seal
|
1
|
2 sp
|
0
|
LT46
|
|
Drum
|
0
|
4 sp
|
2
|
B288
|
Audible for several miles
|
Ear Trumpet
|
4
|
1.5 sp
|
2
|
LT42
|
Increases range sound can be heard x8
|
Enhanced Tinder
|
1
|
0.2 sp
|
0.1
|
LT35
|
Half fire-starting time
|
Eyeglasses
|
3
|
10 sp
|
0.25
|
LT42
|
|
Firebow
|
0
|
0.5 sp
|
0.75
|
LT35
|
Base fire-starting time: 2 minutes
|
Fishhooks and Line
|
0
|
5 sp
|
-
|
B288
|
Basic gear for Fishing skill; needs a pole.
|
Flint
|
0
|
0.2 sp
|
0.2
|
LT35
|
Base fire-starting time: 30 seconds
|
Ink Stone
|
1
|
2 sp
|
2
|
LT46
|
|
Ink, per pint
|
1
|
0.25 sp
|
1
|
LT46
|
|
Lantern
|
2
|
2 sp
|
2
|
B288
|
Burns for 24 hours on 1 pint of oil
|
Lanyard, Leather
|
0
|
0.1 sp
|
-
|
B289
|
Lets you retrieve a dropped weapon on a DX roll. Each attempt requires a Ready maneuver. Can be cut: -6 to hit, DR 2, HP 2.
|
Luxury Travel Kit
|
2
|
22.6 sp
|
25
|
LT36
|
Includes a full set of grooming equipment (razor, brush, comb, soap, fragrances, and cosmetics), a writing box (p. LT47), and serving and drinking vessels for tea, coffee, or alcohol (as suits the culture), all neatly arranged in a purpose-built cabinet.
|
Oil
|
2
|
0.2 sp
|
1
|
B288
|
For lantern; per pint
|
Parchment, per sheet
|
2
|
0.06 sp
|
0.05
|
LT46
|
|
Pilgrim's Kit
|
2
|
21 sp
|
40
|
LT36
|
Includes a straw mattress, a blanket, a coat, a knife and whetstone, a jug of wine, a 5-lb. sack of flour or dried peas, and 1 lb. of spices (intended for medicinal use).
|
Pole, 10'
|
0
|
0.85 sp
|
5
|
B288
|
For things you wouldn't touch with a 6' pole
|
Pole, 6'
|
0
|
0.5 sp
|
3
|
B288
|
For pitching tents, fishing or prodding items
|
Portable Sundial
|
2
|
10 sp
|
2
|
LT44
|
Must be aligned to the midday sun
|
Prepared Block
|
0
|
0.3 sp
|
0.5
|
LT35
|
Base fire-starting time: 3 minutes
|
Pumice
|
1
|
0.3 sp
|
0.5
|
LT47
|
|
Quill, Cheap
|
3
|
0.025 sp
|
0
|
LT46
|
Will last about 20 pages
|
Quill, Fine
|
3
|
0.075 sp
|
0
|
LT46
|
Will last about 100 pages
|
Razor
|
0
|
1.8 sp
|
0.2
|
LT36
|
|
Sandglass
|
3
|
5 sp
|
3
|
LT45
|
Standard half-hour sandglass
|
Shackles, Iron
|
2
|
5 sp
|
2
|
LT130
|
DR 4, HP 10
|
Signet Ring
|
2
|
3 sp
|
0
|
LT46
|
|
Sleeping Fur
|
0
|
5 sp
|
8
|
B288
|
Warm unless wet
|
Soap, Liquid, Pint
|
2
|
2 sp
|
1
|
LT36
|
|
Soap, Solid, Bar
|
2
|
2.7 sp
|
1
|
LT36
|
|
Strigil
|
1
|
0.6 sp
|
0.5
|
LT36
|
|
Stylus
|
1
|
0.6 sp
|
0
|
LT46
|
|
Sulfur Matches
|
3
|
0.5 sp
|
0
|
LT35
|
Bundle of 4; Divide fire-starting time by four
|
Telescope
|
4
|
50 sp
|
6
|
B289
|
Gives 1 level of Telescopic Vision
|
Tent, 1- Man
|
0
|
5 sp
|
5
|
B288
|
Includes ropes; no poles needed
|
Tent, 20-Man
|
1
|
30 sp
|
100
|
B288
|
Includes ropes; requires 16 poles
|
Tent, 2-Man
|
0
|
8 sp
|
12
|
B288
|
Includes ropes; requires one 6-foot pole
|
Tent, 4-Man
|
0
|
15 sp
|
30
|
B288
|
Includes ropes; requires 2 poles
|
Torch
|
0
|
0.3 sp
|
1
|
B288
|
Burns for 1 hr.
|
Tweezers
|
1
|
0.5 sp
|
0
|
LT36
|
|
Vellum, per sheet
|
2
|
0.12 sp
|
0.02
|
LT46
|
+1 (quality) to legibility
|
Wax Tablet
|
1
|
1 sp
|
2
|
B288
|
For writing; erasable
|
Wax Tablet, Large
|
2
|
2 sp
|
0.5
|
LT46
|
Holds about 200 words
|
Wax Tablet, Small
|
2
|
0.7 sp
|
0.2
|
LT46
|
Holds about 60 words
|
Poison
Belladonna
|
0
|
0.8 sp
|
0
|
LT128
|
LC1
|
Cantharides
|
0
|
1.4 sp
|
0
|
LT129
|
LC1
|
Curare
|
0
|
5 sp
|
0
|
LT129
|
LC1
|
Deathcap Mushroom
|
0
|
2.5 sp
|
0
|
LT129
|
LC0
|
Hemlock
|
0
|
0.5 sp
|
0
|
LT129
|
LC1
|
Lacquer
|
1
|
0.2 sp
|
0
|
LT129
|
LC3
|
Lime Powder
|
1
|
0.1 sp
|
0
|
LT130
|
LC3
|
Monkshood
|
0
|
0.6 sp
|
0
|
LT129
|
LC1
|
Viper Venom
|
0
|
1 sp
|
0
|
LT129
|
LC0
|
Riding Gear
Bridle and Bit
|
1
|
1 sp
|
2
|
LT134
|
-1 instead of -3 if reins held in one hand, +3 if held two-handed
|
Horse Blanket
|
1
|
2.5 sp
|
2.5
|
LT134
|
+1 to HT-based rolls to resist FP loss
|
Horseshoes
|
3
|
5 sp
|
4
|
LT134
|
+2 to HT-based rolls to resist FP loss to the horse
|
Riding Crop
|
2
|
1 sp
|
1
|
LT134
|
+1 to Riding to control the mount
|
Saddle, Cushioned
|
2
|
10 sp
|
10
|
LT134
|
+2 to horse and rider to resist FP loss; +1 to Riding to stay mounted, halving encumbrance penalties to Riding, includes horse blanket
|
Saddle, Horned
|
2
|
20 sp
|
20
|
LT134
|
+2 to horse and rider to resist FP loss; eliminates encumbrance penalties to Riding, includes horse blanket
|
Saddle, Riding
|
2
|
15 sp
|
15
|
LT134
|
+2 to horse and rider to resist FP loss; eliminates encumbrance penalties to Riding; +2 to Riding to remain mounted; includes horse blanket
|
Saddle, War
|
3
|
25 sp
|
30
|
LT134
|
As horned saddle, but no penalty to dismount
|
Saddlebags
|
1
|
10 sp
|
3
|
B289
|
Holds 40 lbs.
|
Spurs
|
2
|
2.5 sp
|
0
|
LT134
|
+1 to Riding to control a horse
|
Stirrups
|
3
|
12.5 sp
|
5
|
LT134
|
+1 to Riding to control mount
|
Thieves' Tools
Lockpick Set, Basic
|
1
|
5 sp
|
0.2
|
LT126
|
|
Lockpick Set, Good
|
2
|
25 sp
|
0.5
|
LT126
|
+1 to skill
|
Pry-Bar
|
2
|
8 sp
|
5
|
LT126
|
+2 to ST to open barred doors
|
Pry-Bar, Small
|
2
|
6 sp
|
2
|
LT126
|
+1 to ST to open barred doors
|
Tools
Balance and Weights
|
1
|
3.5 sp
|
3
|
B289
|
For weighing goods
|
Crowbar, 3'
|
2
|
2 sp
|
3
|
B289
|
Treat as a small mace in combat, but at -1 to skill
|
Knitting Needles
|
3
|
0.5 sp
|
--
|
B289
|
Per pair
|
Pickaxe
|
2
|
1.5 sp
|
8
|
B289
|
Improves digging speed
|
Plow, Iron
|
2
|
22 sp
|
120
|
B289
|
Works rough soils
|
Plow, Wooden
|
1
|
5.5 sp
|
60
|
B289
|
Pulled by oxen
|
Portable Tool Kit, Armoury
|
1
|
60 sp
|
20
|
B289
|
|
Portable Tool Kit, Carpentry
|
1
|
30 sp
|
20
|
B289
|
|
Saw
|
0
|
15 sp
|
3
|
B289
|
A lumberjack's tool, not a carpentry saw
|
Shovel
|
1
|
1.2 sp
|
6
|
B289
|
Speeds up digging
|
Spinning Wheel
|
3
|
10 sp
|
40
|
B289
|
Produces yarn six times as fast.
|
Suitcase Lab
|
var
|
300 sp
|
10
|
B289
|
Basic equipment for a sepcific scientific skill (e.g., Chemistry or Forensics)
|
Wheelbarrow
|
2
|
6 sp
|
18
|
B289
|
Holds 350 lbs; divide effective weight of load by 5
|
Whetstone
|
1
|
0.5 sp
|
1
|
B289
|
For sharpening tools and weapons
|
Powerstones
Manastone
|
1
|
5.5 sp
|
Powerstone
|
1
|
7 sp
|
Manastone
|
2
|
13.5 sp
|
Powerstone
|
2
|
16.5 sp
|
Manastone
|
5
|
52 sp
|
Powerstone
|
5
|
59.5 sp
|
Manastone
|
10
|
175 sp
|
Powerstone
|
10
|
190 sp
|
Powerstone
|
20
|
735 sp
|
|
Ground Vehicles
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
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
|
|