Weapons And Armour

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INT Reading Communication
7 No Empathy
8 No Empathy
9 No Empathy
10 No Empathy
11 No Empathy
12 No Empathy

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 Cost (gp)
Arrows (quiver of 20) 5
Crossbow bolts (case of 30) 10
Silver tipped arrow (1) 5
Sling stones Free


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.