Common and available weapons are listed below.  Recovery is explained in Combat Maneuvers section.  The number of attacks you may make in any round is equal to your Dexterity, but each weapon has an upper limit, listed with it.

 

Weapon

Difficulty

Damage

Conceal

Max # Attacks

Recovery

Req. Strength

Range

Bastard Sword

6

Strength + 5

L

2

-4

3

 

Battle Axe

7

Strength + 6

N

1

N/A

4

 

Broadsword

6

Strength + 4

L

3

-3

2

 

Crossbow

6

3+*

N

1/2**

N/A

2

90 yards

Dagger

5

Strength + 2

C

4

-1

1

 

Dagger (Thrown)

6

Strength + 1

C

4

-1

1

10 yards

Great Sword

7

Strength + 6

N

1

N/A

4

 

Hand Axe

7

Strength + 5

L

2

-5

3

 

Knife

4

Strength + 1

P

5

-1

1

 

Knife (Thrown)

6

Strength + 1

P

5

-1

1

10 yards

Long Bow

6

4+*

N

1+***

-4/-6****

4

120 yards

Mace

6

Strength + 4

L

2

-4

2

 

Morning Star

7

Strength + 6

N

1

N/A

4

 

Quarterstaff

4

Strength + 3

N

4

-2

2

 

Short Bow

6

2+*

L

2+***

-2/-4****

2

60 yards

Spear (One Handed)

7

Strength + 1

N

3

-3

3

 

Spear (Two Handed)

6

Strength + 3

N

3

-2

2

 

Spear (Thrown)

6

Strength + 2

N

3

-2

2

20 yards

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Concealment - P for Pouch; C for Normal Clothing or Cloak; L for Long Cloak; N for No Fucking Way

 

* - Any successes above and beyond those needed to hit are added to your damage dice pool

 

** - One attack may be made every other round

 

 

 

 

 

*** - Additional attacks may be attempted with a +1 difficulty to all attacks for each additional attack

 

**** - First recovery modifier is used when the archer has spent a round laying out and preparing arrows, else the

        second is used

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 




Armor types are listed below with a brief explanation; stats are given in the following manner (Additional Soak Dice/Dexterity Penalty/Perception Penalty/Strength Required). A dash (-) indicates no penalty.  Note that the Strength Requirement is just the Strength needed to wear the armor and does not take into account weapons and supplies you might want to carry with you.  Also your adjusted Dexterity when wearing armor is used to determine your allowable number of attacks in a round.

 

Light Armor (1, -, -, 1): Consists mainly of a hardened leather breastplate or a heavy quilted shirt.  Head, arms, and legs are often left exposed.  It is light and not very cumbersome, though it tends to get hot and if not kept clean can become extremely foul.

 

Composite Armor (2, -1, -, 1): Considered the armor of poor mercenaries, this armor is typically a mishmash of looted and salvaged pieces from different armors.  Often the breastplate will be one of hardened leather, reinforced with metal strips or a little chainmail.  The arms and legs will be covered more often than not, though the head is still often exposed.

 

Heavy Armor (3, -1, -1, 2): This is typical chainmail.  It weighs in the area of 50 pounds and is uncomfortable to wear for long periods of time.  All parts of the body are considered to be covered.  Head covering can be either a chainmail hood or a separate metal or leather helmet.

 

Knight’s Armor (4, -2, -2, 3): This is the plate and mail armor worn by a few soldiers.  The entire body is protected with metal sheets molded to the body.  Chainmail is used to protect joints and areas that must be allowed a certain degree of movement.  Movement is hampered greatly; it is heavy, hot, and very uncomfortable.  The upper cadre of the military often keeps suits highly polished, which see wear only in feastday and victory parades.

 

Round Shield: This is a small round shield, no larger than two feet across that is used to deflect and parry blows.  It adds one to all melee difficulties to hit you. 

 

Kite Shield: This is a large shield in a roughly diamond shape.  It can cover large parts of the body.  It adds two to all melee difficulties to hit you and one to all archery difficulties to hit you.