Difference between revisions of "Weapons And Armour"

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m (AdminGnome moved page Weapons And Armor to Weapons And Armour)
(Encumbrance (Optional Rule))
 
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| style="border:none; padding: 8px;"| '''Cost (gp)'''
 
| style="border:none; padding: 8px;"| '''Cost (gp)'''
 
| style="border:none; padding: 8px;"| '''Weight (Coins)'''
 
| style="border:none; padding: 8px;"| '''Weight (Coins)'''
 
+
| style="border:none; padding: 8px;"| '''Damage'''
 +
| style="border:none; padding: 8px;"| '''Qualities'''
 +
|-
 +
| style="border:none; padding: 8px;" | Battle axe
 +
| style="border:none; padding: 8px;" | 7
 +
| style="border:none; padding: 8px;" | 50
 +
| style="border:none; padding: 8px;" | 1d8
 +
| style="border:none; padding: 8px;" | Melee, Slow, Two-handed
 +
|-
 +
| style="border:none; padding: 8px;" | Club
 +
| style="border:none; padding: 8px;" |3
 +
| style="border:none; padding: 8px;" |50
 +
| style="border:none; padding: 8px;" |1d4
 +
| style="border:none; padding: 8px;" |Blunt, Melee
 +
|-
 +
| style="border:none; padding: 8px;" | Crossbow
 +
|  style="border:none; padding: 8px;"| 30
 +
|  style="border:none; padding: 8px;"| 50
 +
|  style="border:none; padding: 8px;"| 1d6
 +
|  style="border:none; padding: 8px;"| Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed
 +
|-
 +
| style="border:none; padding: 8px;" | Dagger
 +
| style="border:none; padding: 8px;"| 3
 +
| style="border:none; padding: 8px;"| 10
 +
| style="border:none; padding: 8px;"| 1d4
 +
| style="border:none; padding: 8px;"| Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
 +
|-
 +
| style="border:none; padding: 8px;"| Hand axe
 +
| style="border:none; padding: 8px;"| 4
 +
| style="border:none; padding: 8px;"| 30
 +
| style="border:none; padding: 8px;"| 1d6
 +
| style="border:none; padding: 8px;"|Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
 +
|-
 +
| style="border:none; padding: 8px;" | Holy water vial
 +
| style="border:none; padding: 8px;"|25
 +
| style="border:none; padding: 8px;"|-
 +
| style="border:none; padding: 8px;"|1d8
 +
| style="border:none; padding: 8px;"|Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
 +
|-
 +
| style="border:none; padding: 8px;"|Javelin
 +
| style="border:none; padding: 8px;"|1
 +
| style="border:none; padding: 8px;"|20
 +
| style="border:none; padding: 8px;"|1d4
 +
| style="border:none; padding: 8px;"|Missile (5’–30’ / 31’–60’ / 61’–90’)
 +
|-
 +
| style="border:none; padding: 8px;" | Lance
 +
| style="border:none; padding: 8px;"|5
 +
| style="border:none; padding: 8px;"|120
 +
| style="border:none; padding: 8px;"|1d6
 +
| style="border:none; padding: 8px;"|Charge, Melee
 +
|-
 +
| style="border:none; padding: 8px;" | Long bow
 +
| style="border:none; padding: 8px;"|40
 +
| style="border:none; padding: 8px;"|30
 +
| style="border:none; padding: 8px;"|1d6
 +
| style="border:none; padding: 8px;"|Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed
 +
|-
 +
| style="border:none; padding: 8px;" | Mace
 +
| style="border:none; padding: 8px;"|5
 +
| style="border:none; padding: 8px;"|30
 +
| style="border:none; padding: 8px;"|1d6
 +
| style="border:none; padding: 8px;"|Blunt, Melee
 +
|-
 +
| style="border:none; padding: 8px;" | Oil flask, burning
 +
| style="border:none; padding: 8px;"|2
 +
| style="border:none; padding: 8px;"|-
 +
| style="border:none; padding: 8px;"|1d8
 +
| style="border:none; padding: 8px;"|Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
 +
|-
 +
| style="border:none; padding: 8px;" | Polearm
 +
| style="border:none; padding: 8px;"|7
 +
| style="border:none; padding: 8px;"|150
 +
| style="border:none; padding: 8px;"|1d10
 +
| style="border:none; padding: 8px;"|Brace, Melee, Slow, Two-handed
 +
|-
 +
| style="border:none; padding: 8px;" | Short bow
 +
| style="border:none; padding: 8px;"|25
 +
| style="border:none; padding: 8px;"|30
 +
| style="border:none; padding: 8px;"|1d6
 +
| style="border:none; padding: 8px;"|Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed
 +
|-
 +
| style="border:none; padding: 8px;" | Short sword
 +
| style="border:none; padding: 8px;"|7
 +
| style="border:none; padding: 8px;"|30
 +
| style="border:none; padding: 8px;"|1d6
 +
| style="border:none; padding: 8px;"|Melee
 
|-
 
|-
| style="border:none; padding: 8px;"| Battle axe
+
| style="border:none; padding: 8px;" | Silver dagger
| style="border:none; padding: 8px;"| 7
+
| style="border:none; padding: 8px;"|30
| style="border:none; padding: 8px;"| 50
+
| style="border:none; padding: 8px;"|10
 
+
| style="border:none; padding: 8px;"|1d4
 +
| style="border:none; padding: 8px;"|Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
 
|-
 
|-
| style="border:none; padding: 8px;"| Club
+
| style="border:none; padding: 8px;" | Sling
| style="border:none; padding: 8px;"| 3
+
| style="border:none; padding: 8px;"|2
| style="border:none; padding: 8px;"| 50
+
| style="border:none; padding: 8px;"|20
 
+
| style="border:none; padding: 8px;"|1d4
 +
| style="border:none; padding: 8px;"|Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)
 
|-
 
|-
| style="border:none; padding: 8px;"| Crossbow
+
| style="border:none; padding: 8px;" | Spear
| style="border:none; padding: 8px;"| 30
+
| style="border:none; padding: 8px;"|4
| style="border:none; padding: 8px;"| 50
+
| style="border:none; padding: 8px;"|30
 
+
| style="border:none; padding: 8px;"|1d6
 +
| style="border:none; padding: 8px;"| Brace, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’)
 
|-
 
|-
| style="border:none; padding: 8px;"| Dagger
+
| style="border:none; padding: 8px;"| Staff
| style="border:none; padding: 8px;"| 3
+
| style="border:none; padding: 8px;"| 2
| style="border:none; padding: 8px;"| 10
+
| style="border:none; padding: 8px;"| 40
 
+
| style="border:none; padding: 8px;"| 1d4
 +
| style="border:none; padding: 8px;"| Blunt, Melee, Slow, Two-handed
 
|-
 
|-
| style="border:none; padding: 8px;"| Hand axe
+
| style="border:none; padding: 8px;"| Sword
| style="border:none; padding: 8px;"| 4
+
| style="border:none; padding: 8px;"| 10
| style="border:none; padding: 8px;"| 30
+
| style="border:none; padding: 8px;"| 60
 
+
| style="border:none; padding: 8px;"| 1d8
 +
| style="border:none; padding: 8px;"| Melee
 
|-
 
|-
| style="border:none; padding: 8px;"| Javelin
+
| style="border:none; padding: 8px;" | Torch
| style="border:none; padding: 8px;"| 1
+
|style="border:none; padding: 8px;"| 1 (for 6)
| style="border:none; padding: 8px;"| 20
+
|style="border:none; padding: 8px;"| -
 
+
|style="border:none; padding: 8px;"| 1d4
 +
|style="border:none; padding: 8px;"| Melee
 
|-
 
|-
| style="border:none; padding: 8px;"| Lance
+
| style="border:none; padding: 8px;" | Two-handed sword
| style="border:none; padding: 8px;"| 5
+
|style="border:none; padding: 8px;"| 15
| style="border:none; padding: 8px;"| 120
+
|style="border:none; padding: 8px;"| 150
 
+
|style="border:none; padding: 8px;"| 1d10
 +
|style="border:none; padding: 8px;"| Melee, Slow, Two-handed
 
|-
 
|-
| style="border:none; padding: 8px;"| Long bow
+
| style="border:none; padding: 8px;" | Warhammer
| style="border:none; padding: 8px;"| 40
+
|style="border:none; padding: 8px;"| 5
| style="border:none; padding: 8px;"| 30
+
|style="border:none; padding: 8px;"| 30  
 +
|style="border:none; padding: 8px;"| 1d6
 +
|style="border:none; padding: 8px;"| Blunt, Melee
 +
|}
  
|-
 
| style="border:none; padding: 8px;"| Mace
 
| style="border:none; padding: 8px;"| 5
 
| style="border:none; padding: 8px;"| 30
 
  
|-
+
'''Damage:''' Die rolled when using the optional rule for variable weapon damage (See [[Combat]]).
| style="border:none; padding: 8px;"| Polearm
 
| style="border:none; padding: 8px;"| 7
 
| style="border:none; padding: 8px;"| 150
 
  
|-
+
===Weapon Qualities===
| style="border:none; padding: 8px;"| Short bow
 
| style="border:none; padding: 8px;"| 25
 
| style="border:none; padding: 8px;"| 30
 
  
|-
+
'''Blunt:''' May be used by clerics.
| style="border:none; padding: 8px;"| Short sword
 
| style="border:none; padding: 8px;"| 7
 
| style="border:none; padding: 8px;"| 30
 
  
|-
+
'''Brace:''' Bracing against the ground doubles damage against charging monsters.
| style="border:none; padding: 8px;"| Silver dagger
 
| style="border:none; padding: 8px;"| 30
 
| style="border:none; padding: 8px;"| 10
 
  
|-
+
'''Charge:''' On horseback, moving at least 60’ in a round and attacking doubles any damage done with a successful hit.
| style="border:none; padding: 8px;"| Sling
 
| style="border:none; padding: 8px;"| 2
 
| style="border:none; padding: 8px;"| 20
 
  
|-
+
'''Melee:''' Close quarters weapon (5’ or less).
| style="border:none; padding: 8px;"| Spear
 
| style="border:none; padding: 8px;"| 4
 
| style="border:none; padding: 8px;"| 30
 
  
|-
+
'''Missile:''' Thrown or fired weapon (greater than 5’ distance). The distances for short (+1 to hit), medium, and long (–1 to hit) range are shown in parentheses.
| style="border:none; padding: 8px;"| Staff
 
| style="border:none; padding: 8px;"| 2
 
| style="border:none; padding: 8px;"| 40
 
  
|-
+
'''Reload (optional rule):''' Requires a round to reload between shots; can only be fired every second round.
| style="border:none; padding: 8px;"| Sword
 
| style="border:none; padding: 8px;"| 10
 
| style="border:none; padding: 8px;"| 60
 
  
|-
+
'''Slow:''' The character acts last in each combat round (see [[Combat]]).
| style="border:none; padding: 8px;"| Two-handed sword
 
| style="border:none; padding: 8px;"| 15
 
| style="border:none; padding: 8px;"| 150
 
  
|-
+
'''Splash weapon:''' On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted over two rounds, as the liquid drips off.
| style="border:none; padding: 8px;"| Warhammer
 
| style="border:none; padding: 8px;"| 5
 
| style="border:none; padding: 8px;"| 30
 
  
|}
+
'''Two-handed:''' Requires both hands; the character cannot use a shield.
  
 
== Ammunition ==
 
== Ammunition ==
Line 158: Line 219:
  
 
|}
 
|}
 +
  
 
== Encumbrance (Optional Rule) ==
 
== Encumbrance (Optional Rule) ==
  
If the optional rules for encumbrance are used (see '''''Time, Weight, Movement''''' in ''Core Rules''), armour and weapons carried are treated as follows.
+
If the optional rules for encumbrance are used (see [[Time, Weight, Movement#Encumbrance (Optional Rule)|Encumbrance]]), armour and weapons carried are treated as follows.
  
 
=== Option 1: Basic Encumbrance ===
 
=== Option 1: Basic Encumbrance ===

Latest revision as of 11:13, 25 January 2020

Weapons

Weapon Cost (gp) Weight (Coins) Damage Qualities
Battle axe 7 50 1d8 Melee, Slow, Two-handed
Club 3 50 1d4 Blunt, Melee
Crossbow 30 50 1d6 Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed
Dagger 3 10 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Hand axe 4 30 1d6 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Holy water vial 25 - 1d8 Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Javelin 1 20 1d4 Missile (5’–30’ / 31’–60’ / 61’–90’)
Lance 5 120 1d6 Charge, Melee
Long bow 40 30 1d6 Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed
Mace 5 30 1d6 Blunt, Melee
Oil flask, burning 2 - 1d8 Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Polearm 7 150 1d10 Brace, Melee, Slow, Two-handed
Short bow 25 30 1d6 Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed
Short sword 7 30 1d6 Melee
Silver dagger 30 10 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Sling 2 20 1d4 Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)
Spear 4 30 1d6 Brace, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’)
Staff 2 40 1d4 Blunt, Melee, Slow, Two-handed
Sword 10 60 1d8 Melee
Torch 1 (for 6) - 1d4 Melee
Two-handed sword 15 150 1d10 Melee, Slow, Two-handed
Warhammer 5 30 1d6 Blunt, Melee


Damage: Die rolled when using the optional rule for variable weapon damage (See Combat).

Weapon Qualities

Blunt: May be used by clerics.

Brace: Bracing against the ground doubles damage against charging monsters.

Charge: On horseback, moving at least 60’ in a round and attacking doubles any damage done with a successful hit.

Melee: Close quarters weapon (5’ or less).

Missile: Thrown or fired weapon (greater than 5’ distance). The distances for short (+1 to hit), medium, and long (–1 to hit) range are shown in parentheses.

Reload (optional rule): Requires a round to reload between shots; can only be fired every second round.

Slow: 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 over two rounds, as the liquid drips off.

Two-handed: Requires both hands; the character cannot use a shield.

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
Chainmail 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, chainmail 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.