Table of Contents
Weapons and Armour
Weapons
| Weapon | Cost (gp) | Weight (Coins) |
|---|---|---|
| Battle axe | 7 | 50 |
| Club | 3 | 50 |
| Crossbow | 30 | 50 |
| Dagger | 3 | 10 |
| Hand axe | 4 | 30 |
| Javelin | 1 | 20 |
| Lance | 5 | 120 |
| Longbow | 40 | 30 |
| Mace | 5 | 30 |
| Pole arm | 7 | 150 |
| Shortbow | 25 | 30 |
| Short sword | 7 | 30 |
| Silver dagger | 30 | 10 |
| Sling | 2 | 20 |
| Spear | 3 | 30 |
| Staff | 2 | 40 |
| Sword | 10 | 60 |
| Two-handed sword | 15 | 150 |
| War hammer | 5 | 30 |
Weapon Combat Stats
| Weapon | Damage | Qualities |
|---|---|---|
| Battle axe | 1d8 | Melee, Slow, Two-handed |
| Club | 1d4 | Blunt, Melee |
| Crossbow | 1d6 | Missile (5′–80′ / 81′–160′ / 161′–240′), Reload, Slow, Two-handed |
| Dagger | 1d4 | Melee, Missile (5′–10′ / 11′–20′ / 21′–30′) |
| Hand axe | 1d6 | Melee, Missile (5′–10′ / 11′–20′ / 21′–30′) |
| Holy water vial | 1d8 | Missile (5′–10′ / 11′–30′ / 31′–50′), Splash weapon |
| Javelin | 1d4 | Missile (5′–30′ / 31′–60′ / 61′–90′) |
| Lance | 1d6 | Charge, Melee |
| Longbow | 1d6 | Missile (5′–70′ / 71′–140′ / 141′–210′), Two-handed |
| Mace | 1d6 | Blunt, Melee |
| Oil flask, burning | 1d8 | Missile (5′–10′ / 11′–30′ / 31′–50′), Splash weapon |
| Pole arm | 1d10 | Brace, Melee, Slow, Two-handed |
| Shortbow | 1d6 | Missile (5′–50′ / 51′–100′ / 101′–150′), Two-handed |
| Short sword | 1d6 | Melee |
| Silver dagger | 1d4 | Melee, Missile (5′–10′ / 11′–20′ / 21′–30′) |
| Sling | 1d4 | Blunt, Missile (5′–40′ / 41′–80′ / 81′–160′) |
| Spear | 1d6 | Brace, Melee, Missile (5′–20′ / 21′–40′ / 41′–60′) |
| Staff | 1d4 | Blunt, Melee, Slow, Two-handed |
| Sword | 1d8 | Melee |
| Torch | 1d4 | Melee |
| Two-handed sword | 1d10 | Melee, Slow, Two-handed |
| War hammer | 1d6 | Blunt, Melee |
Weapon Qualities
Blunt: May be used by clerics.
Brace: Bracing against the ground doubles damage against charging monsters.
Charge: When attacking from a charging mount (e.g. a war horse), a successful attack inflicts double damage.
Melee: Close quarters weapon (5′ or less).
Missile: Thrown or fired weapon (greater than 5′ distance). The distances for short (+1 attack roll), Medium, and long (–1 attack roll) range are shown in parentheses.
Reload (optional rule): Requires a round to reload between shots; can only attack every second round.
Slow (optional rule): The character acts last in each combat round (see Combat).
Splash weapon: On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted for two rounds, as the liquid drips off.
Two-handed: Requires both hands; the character cannot use a shield.
Variable Damage (Optional Rule)
Some groups prefer different weapons to inflict different amounts of damage. In this case, weapons inflict the damage indicated in the Weapon Combat Stats table.
Ammunition
| Ammunition | Cost (gp) |
|---|---|
| Arrows (quiver of 20) | 5 |
| Crossbow bolts (case of 30) | 10 |
| Silver tipped arrow (1) | 5 |
| Sling stones | Free |
Armour
| Armour | AC | Cost (gp) | Weight (Coins) |
|---|---|---|---|
| Leather | 7 [12] | 20 | 200 |
| Chain mail | 5 [14] | 40 | 400 |
| Plate mail | 3 [16] | 60 | 500 |
| Shield | +1 bonus | 10 | 100 |
Encumbrance (Optional Rule)
If the optional rules for encumbrance are used (see Encumbrance), armour and weapons carried are treated as follows.
Option 1: Basic Encumbrance
Leather armour counts as light armour, chain mail and plate mail count as heavy armour.
Option 2: Detailed Encumbrance
The listed weight of armour and weapons is tracked. The listed weight of missile weapons already includes the weight of the ammunition and its container.
