Equipment Rules

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Melee Weapons

Weapon

TL

Swing Damage

Thrust Damage

Reach

Parry

Cost

Weight

ST

Skill

Ref

Notes

Axe

0

sw+2 cut

1

0U

5 sp

4

11

Axe/Mace

B271

Axe, Great

1

sw+3 cut

1, 2*

0U

10 sp

8

12‡

Two-Handed Axe/Mace

B274

Axe, Long

2

sw+3 cut

1, 2*

0U

7.5 sp

6

11‡

Two-Handed Axe/Mace

LT58

Axe, Small

0

sw+1 cut

1

0U

4.5 sp

3

10

Axe/Mace

LT54

Axe, Throwing

0

sw+2 cut

1

0U

6 sp

4

11

Axe/Mace

B271

Can  be  thrown, see  Muscle- Powered Ranged Weapon Table (p. B275).

Axe, Throwing, Small

0

sw+1 cut

1

0U

5 sp

3

10

Axe/Mace

LT64

Can  be  thrown, see  Muscle- Powered Ranged Weapon Table (p. B275).

Baton

0

sw cr

thr cr

1

0

2 sp

1

6

Shortsword

B273

Baton, Short

0

sw-1 cr

thr cr

C, 1 / C

-1

3 sp

0.5

5

Knife

LT54

Beak, Sharp

thr-1 pi+

C

No

Brawling or DX

B271

Brawling (p. 182) improves damage

Bill

3

sw+3 cut

thr+3 imp / thr-1 cut

2,3*/1-3*/1-3*

0U

12.5 sp

8

11‡ / 11† / 11†

LT55

Bill, Dueling

3

sw+2 cut

thr+3 imp / thr-1 cut

1,2*

0U / 0 / 0U

10 sp

6

9†

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†

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‡

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).

 
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