User Tools

Site Tools


equipment:weapons_and_armour

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.

equipment/weapons_and_armour.txt · Last modified: by 127.0.0.1

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki