Difference between revisions of "Weapons And Armour"
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== Weapons == | == Weapons == | ||
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{| style="border-spacing:0;" | {| style="border-spacing:0;" | ||
Line 315: | Line 140: | ||
|style="border:none; padding: 8px;"| Blunt, Melee | |style="border:none; padding: 8px;"| 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 == | ||
+ | {| style="border-spacing:0;" | ||
+ | | style="border:none; padding: 8px;"| '''Ammunition''' | ||
+ | | style="border:none; padding: 8px;"| '''Cost (gp)''' | ||
+ | |||
+ | |- | ||
+ | | style="border:none; padding: 8px;"| Arrows (quiver of 20) | ||
+ | | style="border:none; padding: 8px;"| 5 | ||
+ | |||
+ | |- | ||
+ | | style="border:none; padding: 8px;"| Crossbow bolts (case of 30) | ||
+ | | style="border:none; padding: 8px;"| 10 | ||
+ | |||
+ | |- | ||
+ | | style="border:none; padding: 8px;"| Silver tipped arrow (1) | ||
+ | | style="border:none; padding: 8px;"| 5 | ||
+ | |||
+ | |- | ||
+ | | style="border:none; padding: 8px;"| Sling stones | ||
+ | | style="border:none; padding: 8px;"| Free | ||
+ | |||
+ | |} | ||
+ | |||
+ | == Armour == | ||
+ | {| style="border-spacing:0;" | ||
+ | | style="border:none; padding: 8px;"| '''Armour''' | ||
+ | | style="border:none; padding: 8px;"| '''AC''' | ||
+ | | style="border:none; padding: 8px;"| '''Cost (gp)''' | ||
+ | | style="border:none; padding: 8px;"| '''Weight (Coins)''' | ||
+ | |||
+ | |- | ||
+ | | style="border:none; padding: 8px;"| Leather | ||
+ | | style="border:none; padding: 8px;"| <nowiki>7 [12]</nowiki> | ||
+ | | style="border:none; padding: 8px;"| 20 | ||
+ | | style="border:none; padding: 8px;"| 200 | ||
+ | |||
+ | |- | ||
+ | | style="border:none; padding: 8px;"| Chainmail | ||
+ | | style="border:none; padding: 8px;"| <nowiki>5 [14]</nowiki> | ||
+ | | style="border:none; padding: 8px;"| 40 | ||
+ | | style="border:none; padding: 8px;"| 400 | ||
+ | |||
+ | |- | ||
+ | | style="border:none; padding: 8px;"| Plate mail | ||
+ | | style="border:none; padding: 8px;"| <nowiki>3 [16]</nowiki> | ||
+ | | style="border:none; padding: 8px;"| 60 | ||
+ | | style="border:none; padding: 8px;"| 500 | ||
+ | |||
+ | |- | ||
+ | | style="border:none; padding: 8px;"| Shield | ||
+ | | style="border:none; padding: 8px;"| +1 bonus | ||
+ | | style="border:none; padding: 8px;"| 10 | ||
+ | | style="border:none; padding: 8px;"| 100 | ||
+ | |||
+ | |} | ||
+ | |||
+ | |||
+ | == Encumbrance (Optional Rule) == | ||
+ | |||
+ | 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 === | ||
+ | |||
+ | 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. |
Latest revision as of 11:13, 25 January 2020
Contents
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.