Equipment Rules
Melee Weapons
Weapon tables provide the items of information explained below. A given column will only appear on a table if it is germane to the weapons on that table. In all cases, “–” means the statistic does not apply, “var.” means the value varies, and “spec.” means to see the relevant weapon skill in Chapter 4 or applicable section of Chapter 13 for special rules.
Weapon
The general class of weapon in question; e.g., “shortsword” or “axe, great.” Each entry represents a wide range of individual types.
TL (Tech Level)
The tech level at which the weapon first becomes widespread. You may only buy weapons of TL3 or less, unless you have the High TL trait (p. 23).
Damage
For melee weapons, such as swords and axes, damage is ST-based and expressed as a modifier to the wielder’s basic thrusting (thr) or swinging (sw) damage, as given on the Damage Table (p. B16). For example, a spear does “thr+2,” so if you have ST 11, which gives a basic thrusting damage of 1d-1, you inflict 1d+1 damage with a spear. Note that swung weapons act as a lever, and so do more damage.
Armor Divisors: A parenthetical number after damage – e.g., (2) – is an armor divisor. Divide the target’s DR from armor or other sources by this number before subtracting it from your damage (or adding it to the target’s HT roll to resist an affliction). For instance, an attack with a divisor of (2) would halve DR. A fractional divisor increases DR: (0.5) multiplies DR by 2; (0.2) multiplies it by 5; and (0.1) multiplies it by 10.
Damage Type: An abbreviation indicating the type of injury or effect the attack causes.
Abbreviation | Damage Type |
aff | affliction |
burn | burning |
cor | corrosion |
cr | crushing |
cut | cutting |
fat | fatigue |
imp | impaling |
pi- | small piercing |
pi | piercing |
pi+ | large piercing |
pi++ | huge piercing |
spec. | special – see weapon notes |
tox | toxic |
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).
Quality | Break Modifier | Damage Modifier | Cost Modifier |
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
Composition | TL | Notes |
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
Weapon | TL | Swing Damage | Thrust Damage | Reach | Parry | Cost | Weight | ST | Skill | Ref | Notes |
Axe | 0 | sw+2 cut | – | 1 | 0U | 5 sp | 4 | 11 | Axe/Mace | B271 | |
Axe, Great | 1 | sw+3 cut | – | 1, 2* | 0U | 10 sp | 8 | 12‡ | Two-Handed Axe/Mace | B274 | |
Axe, Long | 2 | sw+3 cut | – | 1, 2* | 0U | 7.5 sp | 6 | 11‡ | Two-Handed Axe/Mace | LT58 | |
Axe, Small | 0 | sw+1 cut | – | 1 | 0U | 4.5 sp | 3 | 10 | Axe/Mace | LT54 | |
Axe, Throwing | 0 | sw+2 cut | – | 1 | 0U | 6 sp | 4 | 11 | Axe/Mace | B271 | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275). |
Axe, Throwing, Small | 0 | sw+1 cut | – | 1 | 0U | 5 sp | 3 | 10 | Axe/Mace | LT64 | Can be thrown, see Muscle-Powered Ranged Weapon Table (p. B275). |
Baton | 0 | sw cr | thr cr | 1 | 0 | 2 sp | 1 | 6 | Shortsword | B273 | |
Baton, Short | 0 | sw-1 cr | thr cr | C, 1 / C | -1 | 3 sp | 0.5 | 5 | Knife | LT54 | |
Beak, Sharp | – | – | thr-1 pi+ | C | No | – | – | – | Brawling or DX | B271 | Brawling (p. 182) improves damage |
Bill | 3 | sw+3 cut | thr+3 imp / thr-1 cut | 2,3*/1-3*/1-3* | 0U | 12.5 sp | 8 | 11‡ / 11† / 11† | Polearm | LT55 | |
Bill, Dueling | 3 | sw+2 cut | thr+3 imp / thr-1 cut | 1,2* | 0U / 0 / 0U | 10 sp | 6 | 9† | Polearm | LT55 | |
Blackjack or Sap | 1 | – | thr cr | C | 0 | 2 sp | 1 | 7 | Brawling or DX | B271 | Brawling (p. 182) improves damage |
Bola Perdida | 0 | sw cr | – | 1 | -2U | 1 sp | 1 | 6 | Flail | LT55 | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275); Attempts to parry bolas are at -2, and fencing weapons (“F” parry) cannot parry at all! Attempts to block flails are at -1. |
Bolas | 0 | sw+1 cr | – | 1 | -2U | 2 sp | 2 | 7 | Flail | LT55 | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275); Attempts to parry bolas are at -2, and fencing weapons (“F” parry) cannot parry at all! Attempts to block flails are at -1. |
Cestus | 2 | – | thr cr | C | 0 | 5 sp | 1 | – | Boxing, Brawling, Karate, or DX | B271 | Gives the hand (only) DR 4 and is mutually exclusive with other gloves; Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage. |
Club, Light | 0 | sw+1 cr | thr+1 cr | 1 | 0 | 0.5 sp | 3 | 10 | Broadsword | B271 | |
Cutlass | 4 | sw cut | thr+1 imp | 1 | 0 | 50 sp | 2 | 8 | Shortsword | LT56 | Has a metal hilt that provides DR 4, cumulative with glove DR – although the hilt is too cramped to accommodate metal gauntlets. |
Dagger | 1 | – | thr-1 imp | C | -1 | 2 sp | 0.25 | 5 | Knife | B272 | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275). |
Estoc | 3 | thr+2 imp | sw+1 cr | 1 | 0 | 50 sp | 3 | 10 | Broadsword | LT56 | Reduce penalty for targeting chinks in armor (p. B400) by -2 |
Flail | 2 | sw+4 cr | – | 1, 2* | 0U | 10 sp | 8 | 13† | Two-Handed Flail | B274 | Attempts to parry flails are at -4, and fencing weapons (“F” parry) cannot parry at all! Attempts to block flails are at -2. |
Garrote | 0 | spec. | spec. | C | No | 0.2 sp | neg. | – | Garrote | B272 | A piece of rope used to strangle; see Garrotes (p. 405). |
Glaive | 1 | sw+3 cut | thr+3 imp | 2, 3* / 1-3* | 0U | 10 sp | 8 | 11‡ / 11† | Polearm | B272 | |
Glaive, Dueling | 3 | sw+2 cut | thr + 3 imp | 1,2* | 0U/ 0 | 8 sp | 6 | 9† | Polearm | LT56 | |
Halberd | 3 | sw+5 cut / sw+4 imp | thr+3 imp | 2, 3* / 1-3* | 0U | 15 sp | 12 | 13‡ / 12† | Polearm | B272 | When impaling May get stuck; see Picks (p. B405). |
Halberd, Dueling | 3 | sw+4 cut / sw+3 imp | thr+3 imp | 1,2* | 0U / 0U / 0 | 12 sp | 10 | 12† / 12† / 11† | Polearm | LT56 | When impaling May get stuck; see Picks (p. B405). |
Hatchet | 0 | sw cut | – | 1 | 0 | 4 sp | 2 | 8 | Axe/Mace | B271 | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275). |
Javelin | 1 | – | thr+1 imp | 1 | 0 | 3 sp | 2 | 6 | Spear | B273 | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275). |
Kick | – | – | thr cr | C, 1 | No | – | – | – | Brawling-2, Karate-2, or DX-2 | B271 | Brawling (p. 182), Claws (p. 42) and Karate (p. 203) improve damage; if you miss, roll vs. DX to avoid falling. |
Kick w. Boots | – | – | thr+1 cr | C, 1 | No | – | – | – | Brawling-2, Karate-2, or DX-2 | B271 | Brawling (p. 182), and Karate (p. 203) improve damage; if you miss, roll vs. DX to avoid falling. |
Knife, Large | 0 | sw-2 cut | thr imp | C, 1 / C | -1 | 4 sp | 1 | 6 | Knife | B272 | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275). |
Knife, Long | 1 | sw-1 cut | thr imp | C, 1 | 0 | 12 sp | 1.5 | 7 | Knife | LT56 | |
Knife, Small | 0 | sw-3 cut | thr-1 imp | C, 1 / C | -1 | 3 sp | 0.5 | 5 | Knife | B272 | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275). |
Knobbed Club | 0 | sw+1 cr | – | 1 | 0 | 2 sp | 2 | 8 | Axe/Mace | LT58 | |
Knuckles, Bare | – | – | thr-1 cr | C | 0 | – | – | – | Boxing, Brawling, Karate, or DX | B271 | Boxing (p. 182), Brawling (p. 182), Claws (p. 42) and Karate (p. 203) improve damage |
Knuckles, Brass | 1 | – | thr cr | C | 0 | 1 sp | 0.25 | – | Boxing, Brawling, Karate, or DX | B271 | Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage. |
Lance | 2 | – | thr+3 imp | 4 | No | 6 sp | 6 | 12 | Lance | B272 | Damage increases in a mounted charge; see Cavalry Weapons (p. 397). |
Mace | 2 | sw+3 cr | – | 1 | 0U | 5 sp | 5 | 12 | Axe/Mace | B271 | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275). |
Mace, Small | 2 | sw+2 cr | – | 1 | 0U | 3.5 sp | 3 | 10 | Axe/Mace | B271 | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275). |
Maul | 0 | sw+4 cr | – | 1, 2* | 0U | 8 sp | 12 | 13‡ | Two-Handed Axe/Mace | B274 | |
Morningstar | 3 | sw+3 cr | – | 1 | 0U | 8 sp | 6 | 12 | Flail | B272 | Attempts to parry flails are at -4, and fencing weapons (“F” parry) cannot parry at all! Attempts to block flails are at -2. |
Myrmex | 1 | – | thr cr | C | 0 | 2 sp | 0.25 | – | Boxing, Brawling, Karate, or DX | B271 | Gives the hand (only) DR 1 and is mutually exclusive with other gloves; Boxing (p. 182), Brawling (p. 182) and Karate (p. 203) improve damage. |
Oar | 0 | sw+3 cr | – | 1,2* | 0U | 4 sp | 8 | 12‡ | Polearm | LT60 | |
Pick | 3 | sw+1 imp | – | 1 | 0U | 7 sp | 3 | 10 | Axe/Mace | B271 | May get stuck; see Picks (p. B405). |
Pike | 2 | – | thr+3 imp | 4, 5* | 0U / 0 | 8 sp | 13 | 12† | Spear | LT60 | |
Poleaxe | 3 | sw+4 cut / sw+4 cr | – | 2, 3* | 0U | 12 sp | 10 | 12‡ | Polearm | B272 | |
Rondel Dagger | 3 | – | thr imp | C | -1 | 4 sp | 1 | 6 | Knife/Main-Gauche | LT56 | Reduce penalty for targeting chinks in armor (p. B400) by -2. |
Round Mace | 0 | sw+2 cr | – | 1 | 0U | 3.5 sp | 5 | 12 | Axe/Mace | LT58 | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275). |
Round Mace, Small | 0 | sw+1 cr | – | 1 | 0U | 2.5 sp | 3 | 10 | Axe/Mace | LT58 | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275). |
Scythe | 1 | sw+2 cut / sw imp | – | 1 | 0U | 1.5 sp | 5 | 11‡ | Two-Handed Axe/Mace | B274 | If using tip (impaling damage), May get stuck; see Picks (p. B405). |
Shield Bash | 0 | – | thr cr | 1 | No | var | var. | – | Shield | B273 | |
Shield Bash w. Spike | 1 | – | thr+1 cr | 1 | No | 2 sp | 5 | – | Shield | B273 | |
Sickle | 1 | sw cut/sw imp | thr-2 cut | 1 | 0 / 0U / 0U | 4 sp | 2 | 8 | Axe/Mace | LT62 | When used to impale, may get stuck; see Picks (p. B405); When used to thrust, hook enables the rules under Hook (p. LT54), and may also damage the victim. |
Spear | 0 | – | thr+2 imp / thr+3 imp | 1* / 1, 2* | 0 | 4 sp | 4 | 9 / 9† | Spear | B273 | Can be used one handed or two handed; can be thrown, see Muscle- Powered Ranged Weapon Table (p. 275) |
Spear, Heavy | 1 | – | thr+4 imp / thr+3 cut | 2,3* / 3 | 0U | 9 sp | 6 | 11† | Spear | LT62 | Cutting damage is tip slash |
Spear, Long | 2 | – | thr+2 imp / thr+3 imp | 2, 3* | 0U / 0 | 6 sp | 5 | 10 / 10† | Spear | LT62 | Can be used one handed or two handed; can be thrown, see Muscle- Powered Ranged Weapon Table (p. 275) |
Spear, Short | 1 | – | thr+1 imp/thr cut | 1 | 0 | 3 sp | 2 | 6 | Spear | LT62 | Cutting damage is tip slash |
Staff, Long | 0 | sw+2 cr | thr+2 cr | 2,3 | 2 | 1.5 sp | 5 | 10† | Spear | LT61 | |
Staff, Quarterstaff | 0 | – | thr+2 cr | 1, 2 | 2 | 1 sp | 4 | 7† | Staff | B273 | |
Staff, Quarterstaff | 0 | sw+2 cr | thr+1 cr | 1, 2 / 2 | 0 | 1 sp | 4 | 9† | Two-Handed Sword | B274 | |
Staff, Short | 0 | sw cr | thr cr | 1 | 0F | 2 sp | 1 | 6 | Smallsword | B273 | |
Stake, Wooden | 0 | – | thr(0.5) imp | C | -1 | 0.4 sp | 0.5 | 5 | Knife | B272 | Can be thrown, see Muscle- Powered Ranged Weapon Table (p. B275). |
Stiletto | 3 | – | thr-1 imp | C | 1 | 2 sp | 0.25 | 5 | Knife/Main-Gauche | LT56 | Reduce penalty for targeting chinks in armor (p. B400) by -2. |
Striker | – | var. | var. | var. | var. | – | – | – | Brawling or DX | B271 | See p. 88. |
Sword, Bastard | 3 | sw+1 cut / sw+2 cut | thr+1 cr / thr+2 cr | 1, 2 / 2 | 0U/ 0 | 65 sp | 5 | 11 / 10† | Broadsword / Two-Handed Sword | B271 | Can be used one handed or two handed. |
Sword, Broad | 2 | sw+1 cut | thr+1 cr | 1 | 0 | 50 sp | 3 | 10 | Broadsword | B271 | |
Sword, Cutlass | 4 | sw cut | thr imp | 1 | 0 | 30 sp | 2 | 8 | Shortsword | B273 | Hilt counts as brass knuckles in close combat. |
Sword, Great | 3 | sw+3 cut | thr+2 cr | 1, 2 / 2 | 0 | 80 sp | 7 | 12† | Two-Handed Sword | B274 | |
Sword, Rapier | 4 | – | thr+1 imp | 1, 2 | 0F | 50 sp | 2.75 | 9 | Rapier | B273 | |
Sword, Rapier, Edged | 4 | sw cut | thr+1 imp | 1,2 | 0F | 100 sp | 3 | 10 | Rapier | LT61 | |
Sword, Rapier, Edged, Light | 4 | sw-1 cut | thr+1 imp | 1 | 0F | 70 sp | 2.25 | 8 | Rapier | LT61 | |
Sword, Rapier, Light | 4 | – | thr+1 imp | 1 | 0F | 40 sp | 2 | 8 | Rapier | LT61 | |
Sword, Saber | 4 | sw-1 cut | thr+1 imp | 1 | 0F | 70 sp | 2 | 8 | Saber | LT61 | |
Sword, Short | 2 | sw cut | thr imp | 1 | 0 | 40 sp | 2 | 8 | Shortsword | B273 | |
Sword, Small | 4 | – | thr+1 imp | 1 | 0F | 40 sp | 1.5 | 5 | Smallsword | B273 | |
Sword, Thrusting Bastard | 3 | sw+1 cut / sw+2 cut | thr+2 imp / thr+3 imp | 1, 2 / 2 | 0U / 0 | 75 sp | 5 | 11 / 10† | Broadsword / Two-Handed Sword | B271 | Can be used one handed or two handed. |
Sword, Thrusting Broadsword | 2 | sw+1 cut | thr+2 imp | 1 | 0 | 60 sp | 3 | 10 | Broadsword | B271 | |
Sword, Thrusting Greatsword | 3 | sw+3 cut | thr+3 imp | 1, 2 / 2 | 0 | 90 sp | 7 | 12† | Two-Handed Sword | B274 | |
Teeth, Blunt | – | – | thr-1 cr | C | No | – | – | – | Brawling or DX | B271 | Brawling (p. 182) improves damage |
Teeth, Fangs | – | – | thr-1 imp | C | No | – | – | – | Brawling or DX | B271 | Brawling (p. 182) improves damage |
Teeth, Sharp | – | – | thr-1 cut | C | No | – | – | – | Brawling or DX | B271 | Brawling (p. 182) improves damage |
Trident | 2 | – | thr + 3(0.5) imp / thr + 4 (0.5) imp | 1* / 1, 2* | 0U / 0 | 8 sp | 5 | 11 / 10† | Spear | LT64 | -2 to hit; Can be used one or two handed; can strike to disarm (p. B401) without -2 to hit for using a non-fencing weapon; Target at -1 to Dodge, +1 to Block or Parry. |
Warhammer | 3 | sw+3 imp | – | 1, 2* | 0U | 10 sp | 7 | 12‡ | Two-Handed Axe/Mace | B274 | May get stuck; see Picks (p. B405). |
Whip | 1 | sw-2(0.5) cr | – | 1-7* | -2U | 2 sp | 2 | var. | Whip | B274 | Specify maximum reach (up to 7 yards) when bought. Cost and weight are per yard. ST is 5, +1 per yard. Many special rules apply; be sure to see Whips (p. 406). |
Whip, Light | 1 | sw-5(0.5) cr | – | 1-7* | -2U | 2 sp | 0.5 | var. | Whip | LT64 | Specify maximum reach (up to 7 yards) when bought. Cost and weight are per yard. ST is 5, +1 per yard. Many special rules apply; be sure to see Whips (p. 406). |
Missile Weapons
Weapon
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.
Abbreviation | Damage Type |
aff | affliction |
burn | burning |
cor | corrosion |
cr | crushing |
cut | cutting |
fat | fatigue |
imp | impaling |
pi- | small piercing |
pi | piercing |
pi+ | large piercing |
pi++ | huge piercing |
spec. | special – see weapon notes |
tox | toxic |
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).
Weapon | TL | Damage | Acc | Range | Weight | RoF | Shots | Ready | Ammo | Cost | ST | Bulk | Skill | Ref | Notes |
“Goat’s Foot” | 3 | – | – | – | 2 | – | – | -20 | – | 5 sp | 7† | – | Crossbow | B276 | Cocking lever to reload a high-ST crossbow or prodd. You can reload a weapon up to 4 ST over your own with 20 one-second Ready maneuvers. |
Atlatl with Dart | 0 | sw-1 imp | 1 | x3/x4 | 1 | 1 | 1 | 1 | Dart | 2 sp | 5 | -3 | Spear Thrower | B276 | Requires two hands to ready, but only one hand to attack. |
Atlatl with Javelin | 0 | sw+1 imp | 3 | x2/x3 | 2 | 1 | 1 | 1 | Bullet | 3 sp | 6 | -4 | Spear Thrower | B276 | Requires two hands to ready, but only one hand to attack. |
Axe, Throwing | 0 | sw+2 cut | 2 | x1/x1.5 | 4 | 1 | Thr | 1 | Thrown | 6 sp | 11 | -3 | Thrown Weapon (Axe/Mace) | B276 | |
Blowpipe | 0 | 1d-3 pi- | 1 | x4 | 1 | 1 | 1 | 2 | Dart | 3 sp | 2 | -6 | Blowpipe | B275 | Requires two hands to ready, but only one hand to attack |
Bola Perdida | 0 | sw cr | 0 | x6/x10 | 1 | 1 | Thr | 1 | Thrown | 1 sp | 6 | -2 | Bolas | LT72 | |
Bola Perdida | 0 | sw cr | 0 | x6/x10 | 1 | 1 | Thr | 1 | Thrown | 1 sp | 6 | -2 | Sling | LT72 | |
Bolas | 0 | thr-1 cr | 0 | x3 | 2 | 1 | Thr | 1 | Thrown | 2 sp | 7 | -2 | Bolas | B275 | May entangle or ensnare the target; see Special Ranged Weapons (p. B411). |
Bow, Composite | 1 | thr+3 imp | 3 | x20/x25 | 4 | 1 | 1 | 2 | Arrow | 90 sp | 10† | -7 | Bow | B275 | |
Bow, Long | 0 | thr+2 imp | 3 | x15/x20 | 3 | 1 | 1 | 2 | Arrow | 20 sp | 11† | -8 | Bow | B275 | |
Bow, Regular | 0 | thr+1 imp | 2 | x15/x20 | 2 | 1 | 1 | 2 | Arrow | 10 sp | 10† | -7 | Bow | B275 | |
Bow, Short | 0 | thr imp | 1 | x10/x15 | 2 | 1 | 1 | 2 | Arrow | 5 sp | 7† | -6 | Bow | B275 | |
Cloak, Heavy | 1 | spec. | 1 | 2 | 5 | 1 | Thr | 1 | Thrown | 5 sp | 8 | -6 | Cloak | B275 | May entangle or ensnare the target; see Special Ranged Weapons (p. B411). |
Cloak, Light | 1 | spec. | 1 | 2 | 2 | 1 | Thr | 1 | Thrown | 2 sp | 5 | -4 | Cloak | B275 | May entangle or ensnare the target; see Special Ranged Weapons (p. B411). |
Crossbow | 2 | thr+4 imp | 4 | x20x25 | 6 | 1 | 1 | 4 | Bolt | 15 sp | 7† | -6 | Crossbow | B276 | |
Crossbow, Fowling | 4 | thr+5 imp | 4 | x25/x30 | 9 | 1 | 1 | 8 | Bolt | 45 sp | 8† | -6 | Crossbow | LT74 | When cocked with a cranequin (p. LT79), user's ST x 1.5; fowling crossbow is usually ST 15; use half rated ST to determine range and damage. |
Crossbow, Hunting | 4 | thr+5 imp | 4 | x25/x30 | 12 | 1 | 1 | 13 | Bolt | 60 sp | 10† | -7 | Crossbow | LT74 | When cocked with a cranequin (p. LT79), user's ST x 2; hunting crossbow is usually ST 20; use half rated ST to determine range and damage. |
Crossbow, Military | 4 | thr+5 imp | 4 | x25/x30 | 15 | 1 | 1 | 50 | Bolt | 75 sp | 12† | -8 | Crossbow | LT74 | When cocked with a cranequin (p. LT79), user's ST x 3; military crossbow is usually ST 30; use half rated ST to determine range and damage. |
Crossbow, Pistol | 3 | thr+2 imp | 1 | x15/x20 | 4 | 1 | 1 | 4 | Dart | 15 sp | 7 | -4 | Crossbow | B276 | Requires two hands to ready, but only one hand to attack |
Crossbow, Prodd | 3 | thr+4 pi | 2 | x20/x25 | 6 | 1 | 1 | 4 | Pellet | 15 sp | 7† | -6 | Crossbow | B276 | |
Dagger | 1 | thr-1 imp | 0 | x0.5/x1 | 0.25 | 1 | Thr | 1 | Thrown | 2 sp | 5 | -1 | Thrown Weapon (Knife) | B276 | |
Dart, Throwing | 2 | thr imp | 1 | x1/x1.5 | 1 | 1 | Thr | 1 | Thrown | 2 sp | 6 | -2 | Thrown Weapon (Dart) | LT74 | |
Discus | 1 | thr+2 cr | 2 | x4/x6 | 2 | 1 | Thr | 1 | Thrown | 4 sp | 6 | -3 | Thrown Weapon (Disc) | LT72 | |
Harpoon | 2 | thr+5 imp | 2 | x1/x1.5 | 6 | 1 | Thr | 1 | Thrown | 6 sp | 11 | -6 | Thrown Weapon (Harpoon) | B276 | Tethered. Requires a Ready maneuver and a successful ST roll to pull out (if you fail, you may try again next turn). Does half the damage coming out that it did going in. |
Hatchet | 0 | sw cut | 1 | x1.5/x2.5 | 2 | 1 | Thr | 1 | Thrown | 4 sp | 8 | -2 | Thrown Weapon (Axe/Mace) | B276 | |
Javelin | 1 | thr+1 imp | 3 | x1.5/x2.5 | 2 | 1 | Thr | 1 | Thrown | 3 sp | 6 | -4 | Thrown Weapon (Spear) | B276 | |
Knife, Large | 0 | thr imp | 0 | x0.8/x1.5 | 1 | 1 | Thr | 1 | Thrown | 4 sp | 6 | -2 | Thrown Weapon (Knife) | B276 | |
Knife, Small | 0 | thr-1 imp | 0 | x0.5/x1 | 0.5 | 1 | Thr | 1 | Thrown | 3 sp | 5 | -1 | Thrown Weapon (Knife) | B276 | |
Knife, Throwing, Large | 2 | thr imp | 1 | x1/x2 | 1 | 1 | Thr | 1 | Thrown | 4 sp | 6 | -1 | Thrown Weapon (Knife) | LT75 | |
Knife, Throwing, Small | 2 | thr-1 imp | 1 | x0.8/x1.5 | 0.5 | 1 | Thr | 1 | Thrown | 3 sp | 5 | 0 | Thrown Weapon (Knife) | LT75 | |
Lariat | 1 | spec. | 0 | spec. | 3 | 1 | Thr | spec. | Thrown | 4 sp | 7† | -2 | Lasso | B276 | May entangle or ensnare the target; see Special Ranged Weapons (p. B411). |
Mace | 2 | sw+3 cr | 1 | x0.5/x1 | 5 | 1 | Thr | 1 | Thrown | 5 sp | 12 | -4 | Thrown Weapon (Axe/Mace) | B276 | |
Mace, Round | 0 | sw+2 cr | 1 | x0.5/x1 | 5 | 1 | Thr | 1 | Thrown | 3.5 sp | 12 | -4 | Thrown Weapon (Axe/Mace) | LT58 | |
Mace, Small | 2 | sw+2 cr | 1 | x1/x1.5 | 3 | 1 | Thr | 1 | Thrown | 3.5 sp | 10 | -3 | Thrown Weapon (Axe/Mace) | B276 | |
Net, Large | 0 | spec. | 1 | spec. | 20 | 1 | Thr | 1 | Thrown | 4 sp | 11 | -6 | Net | B276 | May entangle or ensnare the target; see Special Ranged Weapons (p. B411); a net has no 1/2D range, max range is (ST/2 + Skill/5) for a large net |
Net, Melee | 2 | spec. | 1 | spec. | 5 | 1 | Thr | 1 | Thrown | 2 sp | 8 | -4 | Net | B276 | May entangle or ensnare the target; see Special Ranged Weapons (p. B411); a net has no 1/2D range, max range is (ST + Skill/5) for a melee net. |
Sling | 0 | sw pi | 0 | x6/x10 | 0.5 | 1 | 1 | 2 | Bullet | 2 sp | 6 | -4 | Sling | B276 | Requires two hands to ready, but only one hand to attack; can fire stones (TL0) or lead bullets (TL2). Lead bullets give +1 damage and double range |
Sling, Dart | 1 | sw imp | 1 | x6/x10 | 0.5 | 1 | 1 | 2 | Dart | 2 sp | 6 | -4 | Sling | LT74 | Requires two hands to ready, but only one hand to attack |
Sling, Heavy | 0 | sw+2 cr | 1 | x3/x6 | 1 | 1 | 1 | 2 | Bullet | 2 sp | 8† | -5 | Sling | LT74 | Can fire stones (TL0) or lead bullets (TL2). Lead bullets give +1 damage and double range |
Spear | 0 | thr+3 imp | 2 | x1/x1.5 | 4 | 1 | Thr | 1 | Thrown | 4 sp | 9 | -6 | Thrown Weapon (Spear) | B276 | |
Staff Sling | 1 | sw+1 pi | 1 | x10/x15 | 2 | 1 | 1 | 2 | Bullet | 2 sp | 7† | -6 | Sling | B276 | Can fire stones (TL0) or lead bullets (TL2). |
Stake, Wooden | 0 | thr(0.5) imp | 0 | x0.5/x1 | 0.5 | 1 | Thr | 1 | Thrown | 0.4 sp | 5 | -2 | Thrown Weapon (Knife) | B276 |
Armor
Armor | TL | Type | Location | DR | Cost | Weight | LC | Rea Pen | Notes |
Bronze Armbands | 1 | Arm | arms | 3 | 18 sp | 9 | 4 | -2 | |
Cloth Sleeves | 1 | Arm | arms | 1 | 2 sp | 2 | – | 0 | Flexible; concealable as or under clothing. |
Leather Sleeves, Heavy | 1 | Arm | arms | 2 | 5 sp | 2 | 4 | -2 | |
Mail Sleeves | 2 | Arm | arms | 4/2 | 7 sp | 9 | 3 | -2 | Flexible; Split DR: use the lower DR against crushing attacks. |
Plate Arms | 3 | Arm | arms | 6 | 100 sp | 15 | 3 | -2 | |
Plate Arms, Heavy | 3 | Arm | arms | 7 | 150 sp | 20 | 3 | -2 | |
Scale Sleeves | 2 | Arm | arms | 4 | 21 sp | 14 | 3 | -2 | |
Breastplate, Bronze | 1 | Body | torso | 4 | 40 sp | 20 | 3 | -2 | Breastplates protect only from the front. |
Bronze Corselet | 1 | Body | torso, groin | 5 | 130 sp | 40 | 3 | -2 | |
Buff Coat (Leather) | 4 | Body | body, limbs | 2 | 21 sp | 16 | 4 | 0 | Flexible |
Cloth Armor | 1 | Body | torso, groin | 1 | 3 sp | 6 | – | 0 | Flexible; concealable as or under clothing. |
Double Mail Hauberk | 3 | Body | torso, groin | 5/3 | 52 sp | 44 | 3 | -2 | Flexible; Split DR: use the lower DR against crushing attacks. |
Fur Loincloth | 0 | Body | groin | 1 | 1 sp | neg. | – | 0 | Flexible; concealable as or under clothing. |
Fur Tunic | 0 | Body | torso | 1 | 2.5 sp | 2 | – | 0 | Flexible; concealable as or under clothing. |
Leather Armor | 1 | Body | torso, groin | 2 | 10 sp | 10 | 4 | -2 | |
Leather Jacket | 1 | Body | arms, torso | 1 | 5 sp | 4 | – | 0 | Flexible; concealable as or under clothing. |
Light Scale Armor | 2 | Body | torso | 3 | 15 sp | 15 | 4 | -2 | |
Lorica Segmentata | 2 | Body | torso | 5 | 68 sp | 26 | 3 | -2 | |
Mail Hauberk | 2 | Body | torso, groin | 4/2 | 23 sp | 25 | 3 | -2 | Flexible; Split DR: use the lower DR against crushing attacks. |
Mail Shirt | 2 | Body | torso | 4/2 | 15 sp | 16 | 4 | -2 | Flexible; concealable as or under clothing; Split DR: use the lower DR against crushing attacks. |
Scale Armor | 2 | Body | torso, groin | 4 | 42 sp | 35 | 3 | -2 | |
Steel Breastplate | 3 | Body | torso | 5 | 50 sp | 18 | 3 | -2 | Breastplates protect only from the front. |
Steel Corselet | 3 | Body | torso, groin | 6 | 130 sp | 35 | 3 | -2 | |
Steel Corselet, Heavy | 3 | Body | torso, groin | 7 | 230 sp | 45 | 3 | -2 | |
Steel Laminate Plate | 3 | Body | torso, groin | 5 | 90 sp | 30 | 3 | -2 | |
Boots | 2 | Footwear | feet | 2 | 8 sp | 3 | – | 0 | Flexible; concealable as or under clothing. |
Sandals | 0 | Footwear | feet | 0 | 2.5 sp | 0.5 | – | 0 | Concealable as or under clothing; sandals only give DR 1 to the underside of the foot |
Shoes | 1 | Footwear | feet | 1 | 4 sp | 2 | – | 0 | Flexible; concealable as or under clothing. |
Sollerets | 3 | Footwear | feet | 4 | 15 sp | 7 | 3 | -2 | |
Gauntlets | 2 | Gloves | hands | 4 | 10 sp | 2 | 4 | -2 | |
Gauntlets, Heavy | 3 | Gloves | hands | 5 | 25 sp | 2.5 | 3 | -2 | |
Gloves, Cloth | 1 | Gloves | hands | 1 | 1.5 sp | neg. | – | 0 | Flexible; concealable as or under clothing. |
Gloves, Leather | 1 | Gloves | hands | 2 | 3 sp | neg. | – | 0 | Flexible |
Barrel Helm | 3 | Headgear | skull, face | 6 | 24 sp | 10 | 3 | -2 | Helmet gives wearer the No Peripheral Vision disadvantage (p. B151) while worn. |
Bronze Helmet | 1 | Headgear | skull, face | 3 | 16 sp | 7.5 | 4 | -2 | |
Bronze Pot-Helm | 1 | Headgear | skull | 3 | 6 sp | 5 | 4 | -2 | |
Cloth Cap | 1 | Headgear | skull | 1 | 0.5 sp | neg. | – | 0 | Flexible; concealable as or under clothing. |
Face Mask | 3 | Headgear | face | 4 | 10 sp | 2 | 3 | -2 | |
Greathelm | 3 | Headgear | skull, face, neck | 7 | 34 sp | 10 | 3 | -2 | Helmet gives wearer the No Peripheral Vision disadvantage (p. B151) while worn. |
Leather Cap | 1 | Headgear | skull | 1 | 3.2 sp | neg. | 4 | 0 | Flexible |
Leather Helm | 1 | Headgear | skull, face | 2 | 2 sp | 0.5 | 4 | -2 | |
Legionary Helmet | 2 | Headgear | skull, face | 4 | 15 sp | 6 | 3 | -2 | |
Mail Coif | 2 | Headgear | skull, neck | 4/2 | 5.5 sp | 4 | 3 | -2 | Flexible; Split DR: use the lower DR against crushing attacks. |
Pot-Helm | 3 | Headgear | skull | 4 | 10 sp | 5 | 4 | -2 | |
Bronze Greaves | 1 | Leg | legs | 3 | 27 sp | 17 | 4 | -2 | |
Leather Leggings | 1 | Leg | legs | 1 | 4 sp | 2 | – | 0 | Flexible; Concealable as or under clothing. |
Leather Leggings, Heavy | 1 | Leg | legs | 2 | 6 sp | 4 | 4 | -2 | |
Leather Pants | 1 | Leg | legs, groin | 1 | 4 sp | 3 | – | 0 | Flexible; Concealable as or under clothing. |
Mail Leggings | 2 | Leg | legs | 4/2 | 11 sp | 15 | 3 | -2 | Flexible; Split DR: use the lower DR against crushing attacks. |
Plate Legs | 3 | Leg | legs | 6 | 110 sp | 20 | 3 | -2 | |
Plate Legs, Heavy | 3 | Leg | legs | 7 | 160 sp | 25 | 3 | -2 | |
Scale Leggings | 2 | Leg | legs | 4 | 25 sp | 21 | 3 | -2 | |
Studded Leather Skirt | 1 | Leg | groin, legs | 3/2 | 6 sp | 4 | – | -2 | Flexible; Split DR: use the lower DR against crushing attacks. |
Ammunition
Barding
|
Shields
|
Climbing Gear
Clothing
Containers
Craftsman Kits
Food and Drink
Games and Toys
Jewelry
Luxuries
Medical Gear
|
Mounts
Musical Instruments
Personal Gear
Poison
Riding Gear
Thieves' Tools
Tools
Powerstones
|
Ground Vehicles
Vehicle | TL | HP | Hnd/SR | HT | Move | LWt. | Load | SM | Occ. | DR | Range | Cost | Locations | Notes |
Carriage | 4 | 47 | -1/2 | 10c | -1/2 | 1.6 | 0.8 | +2 | 1+6 | 2 | F | 750 sp | 2DO4W | Draft animals are horses; roadbound vehicle |
Chariot, Heavy | 1 | 23 | 0/2 | 11c | 3/7 | 0.39 | 0.3 | +2 | 1+2 | 2 | F | 66 sp | 4DE2W | Draft animals are horses; roadbound vehicle |
Chariot, Light | 1 | 16 | +1/1 | 11c | 4/9 | 0.23 | 0.2 | +1 | 1+1 | 1 | F | 33 sp | 2DE2W | Draft animals are horses; roadbound vehicle |
Coach | 4 | 53 | -2/3 | 12c | 4/9 | 2.4 | 1.2 | +3 | 1+9 | 2 | F | 1100 sp | 4DO4W | Draft animals are horses; roadbound vehicle |
Dogsled | 0 | 27 | 0/2 | 12 | 6/6 | 0.29 | 0.14 | +1 | 1 | 2 | F | 40 sp | 14DER | Draft animals are dogs for the dogsled |
Oxcart | 1 | 34 | -3/3 | 11c | 1/1 | 0.9 | 0.6 | +1 | 0 | 2 | F | 34 sp | 2D2W | Draft animals are oxen |
Wagon | 3 | 35 | -3/4 | 12c | 4/8 | 0.84 | 0.5 | +2 | 1 | 2 | F | 68 sp | 2DE4W | Draft animals are horses; roadbound vehicle |
Wagon, War | 3 | 50 | -4/5 | 12c | 3/6 | 3 | 2 | +4 | 2+18 | 5 | F | 200 sp | 4DE4W | Draft animals are horses; roadbound vehicle |
Watercraft
Vehicle | TL | HP | Hnd/SR | HT | Move | LWt. | Load | SM | Occ. | DR | Range | Cost | Loc. | Draft | Skill | Ref | Notes |
Brig, 50' | 4 | 131 | -2/3 | 12c | 0.25/4 | 70 | 52.5 | +7 | 15+10 | 3 | – | 16500 sp | 2M | 5 | Boating/TL (Sailboat) | LT142 | |
Canoe | 0 | 23 | 1 | 12c | 2/2 | 0.3 | 0.2 | +1 | 2 | 2 | F | 20 sp | O | 3 | Boating/TL (Unpowered) | B464 | |
Cog | 3 | 147 | -3/4 | 12c | 0.1/4 | 85 | 60 | +7 | 18 | 5 | – | 2300 sp | M | 13 | Shiphandling/TL (Ship) | B464 | A “cog” (or “roundship”) is a single-masted medieval sailing ship; Wind-powered. Weight includes ballast. |
Faering, 20' | 3 | 32 | +1/1 | 12c | 1.25/3 | 1.25 | 1 | +3 | 6 | 2 | F | 250 sp | O | 1 | Boating/TL (Unpowered) | LT142 | |
Fishing Boat, 27' | 2 | 43 | 0/2 | 11c | 0.6/3 | 2.1 | 1.5 | +4 | 5 | 1 | F | 500 sp | O | 1 | Boating/TL (Unpowered) | LT141 | |
Jolly Boat, 18' | 4 | 36 | 0/1 | 12c | 1/3 | 1.35 | 1 | +3 | 6+2 | 2 | F | 300 sp | O | 0.7 | Boating/TL (Unpowered) | LT142 | |
Longboat, 30' | 4 | 43 | +1/1 | 12c | 1.25/3 | 1.75 | 1.15 | +5 | 9+2 | 2 | F | 500 sp | O | 1 | Boating/TL (Unpowered) | LT142 | |
Penteconter | 2 | 85 | -4/3 | 11c | 1/5 | 12.5 | 7.5 | +8 | 55 | 3 | F | 1400 sp | MO | 6 | Shiphandling/TL (Ship) | B464 | a Greek war galley with a sail and a single bank of oars, favored by raiders and pirates; Using oars, with 50 rowers. Under sail, Range is “–” and Move is 1/4 in a fair wind. Has a bronze ram, which adds +1 per die of collision damage. |
River Barge, 40' | 1 | 56 | -2/3 | 12c | 0.5/1 | 4.2 | 2.8 | +6 | 9 | 3 | F | 1200 sp | O | 1 | Boating/TL (Unpowered) | LT141 | |
Sewn-Plank Sailboat | 3 | 40 | +1/2 | 11c | 1/3 | 2.2 | 1.7 | +4 | 4 | 1 | – | 140 sp | MO | 1 | Boating/TL (Sailboat) | LT142 | |
Sloop, 21' | 4 | 43 | 0/2 | 12c | 1/3 | 2.4 | 1.8 | +4 | 3+3 | 2 | – | 500 sp | M | 3 | Boating/TL (Sailboat) | LT142 | |
Square-Rigged Sailboat | 2 | 61 | -1/2 | 12c | 1/4 | 7 | 5.25 | +6 | 3 | 1 | – | 1500 sp | MO | 1 | Boating/TL (Sailboat) | LT141 |
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