Weapons And Armour
Damage: Die rolled when using the optional rule for variable weapon damage (See Combat).
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.
|Arrows (quiver of 20)||5|
|Crossbow bolts (case of 30)||10|
|Silver tipped arrow (1)||5|
|Armour||AC||Cost (gp)||Weight (Coins)|
|Plate mail||3 ||60||500|
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.