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Weapons

Defense Modifier
(AC Bonus)
Damage Range Check Penalty Cost in GP
Garrote 0 1/3d4 - 0 2
Blackjack 0 1d3/2d6 - 0 3
Club 0 1d5 - -1 1
Unarmed 0 1d3 - 0 -
Two-handed Sword or Zweihander .+2 1d12 - .-2 65
Longsword & Bastard Sword .+2/+3 1d8/1d10 - -1 35
Coustille .+2 1d7 - 0 7
Estoc .+3 1d8 - -1 35
Arming Sword .+3 1d8 - -1 15
Dagger* .+1 1d6/1d10 10/20/30. 0 3
Messer .+1/+2 1d8/1d10 - -1 18
Saber .+2 1d8 - -1 30
Rondel Dagger .+1 1d6/d10 - 0 4
Falchion .0/+1 1d8/1d10 - -1 13
Staff .+2 1d4 - -1 5sp
Spear .+1 1d8 30/60/90 -1 4
Lance 0 1d12 - .-2 25
Polearm .+1 1d12 - .-2 15
Battle Axe 0 1d10/1d12 - -1 7
Mace 0 2d5 - -1 20
Flail 0 1d10 - .-2 25
Warhammer or War Pick 0 1d10 - -1 8
Handaxe .+1 1d8 10/20/30. -1 4
Armor Damage Reduction is reduced by 1.When dual wielding a dagger's Defense Modifier can be added. A thief who succeeds in a backstab
attempt uses the second damage value listed. All other classes and all other thief attacks use the first value.When dual wielding a rondel
dagger's Defense Modifier can be added.
Can be used one or two-handed. Damage Reduction is reduced by 1. When used two-handed: use second AC bonus and damage value.When
used two-handed: Armor Damage Reduction is reduced by 2.
Armor Damage Reduction is reduced by 2.
Armor Damage Reduction is reduced by 2.
Double damage on a mounted charge. Reach
Double damage on a mounted charge. A lance can only be used when mounted.
Two-handed. Armor Damage Reduction is reduced by 2. Double damage when set against a mounted charge. Reach
Can be used one or two-handed. When used two-handed use second damage value. Armor Damage Reduction is reduced by 2.
Armor Damage Reduction is reduced by 2.
Armor Damage Reduction is reduced by 2. Opponent's shield Defense Modifier is negated. Flails are unweildy, a flail's weilder suffers a
critical fumble on a defense or attack roll on a roll of 3 or lower.
Two-handed.
A thief who succeeds in a backstab attempt with a garrote uses the second damage value listed. All other classes and all other thief attacks use
the first value.
A thief who succeeds in a backstab attempt with a blackjack uses the second damage value listed. All other classes and all other thief attacks
use the first value. Damage dealt is always subdual damage.
Damage dealt is always subdual damage. D14 for initative checks.
Two-handed. Armor Damage Reduction is reduced by 1. Reach
Can be used one or two-handed. When used two-handed use second AC bonus and damage value. Armor Damage Reduction is reduced by 1
when used two-handed.
A coustille is a cross between a short sword and a large dagger. When dual wielding a coustille's Defense Modifier can be added.
Two-handed. Armor Damage Reduction is reduced by 3.
A thief who succeeds in a backstab attempt with a dagger uses the second damage value listed. All other classes and all other thief attacks use
the first value.When dual wielding a dagger's Defense Modifier can be added.
Can be used one or two-handed. When used two-handed use second AC bonus and damage value.
When used while mounted: +2 damage.
Longbow* 0 1d10 70/140/210 -1 20
Shortbow* 0 1d8 50/100/150 -1 7
Crossbow* 0 2d5 80/160/240 -1 30
Arbalest* 0 2d6 80/160/240 .-2 90
Sling* 0 1d4 40/80/160 0 2
Damage dealt is always subdual
damage.
Shields
Buckler .+2 1d3 - 0 10
Shield .+3 1d3 - -1 15
Pavise .+3 1d3 - .-3 20
Armor Damage Reduction Fumble Dice Speed Check Penalty Cost in GP
Unarmored 0 D4 - - -
Padded 1 D8 - 0 5
Leather 2 D8 - -1 25
Mail 3 D12 -5 -4 80
Brigandine, Scale or Lamellar 4 D16 -5 -3 250
Plate 5 D16 -10 -4 700
Full Plate 6 D16 -10 -5 1200
Defense Modifier does not apply to ranged attacks.
As an action a pavise may be placed on the ground and used for cover (-2 penalty for attacker) against ranged attacks. This replaces the
Defense Modifier.
Reach: At the beginning of combat, attacks with weapons without reach against reach weapons are done at -2. Once the non-reach weapon
lands a blow, the weapon with reach attacks and defends at -2 until they can land a blow.

* When these ranged weapons are used a weapon's Defense Modifier does not apply. Shield's Defense Modifiers still apply (not including
bucklers).

Instead of Armor Class you now have a Defense Modifier. The Defense Modifier of a weapon represents its ability to be effective at parrying.
When being attacked you roll your main weapon's attack die and add your total Defense Modifier and Agility Modifier. Monsters and NPCs
have a set Attack Score. It is equal to 10+ their total Attack Bonus. If you roll greater than their attack score you have defended against the
attack, if not, you take damage as normal. Attacking a monster or NPC works as normal. Damage Reduction is ignored when a critical hit is
scored.

When two-weapon fighting: use the lower Defense Modifier of the two weapons. Daggers, rondel daggers, coustilles and shields ignore this
rule and their bonuses stack with your main weapon.
The check penalty applies to checks to climb, jump, balance, swim, move silently, and other such physical activities.

When combat is initiated, initiative is rolled as normal (by player not character). Those combatants with ranged weapons will ignore initiative
and get to react before melee combatants. They continue to react first until engaged in melee combat at which point they go back to their
player's normal turn.
Strength modifier applies to damage with this weapon at close range only. Armor Damage Reduction is reduced by 4.
Strength modifier applies to damage with this weapon at close range only.
Reloading an arbalest takes one round. +1 bonus to attack at close range: arbalests are easy to be accurate with. Armor Damage Reduction is
reduced by 5 at close range.
Reloading a crossbow counts as an action. +1 bonus to attack at close range: crossbows are easy to be accurate with.
Reach: At the beginning of combat, attacks with weapons without reach against reach weapons are done at -2. Once the non-reach weapon
lands a blow, the weapon with reach attacks and defends at -2 until they can land a blow.

* When these ranged weapons are used a weapon's Defense Modifier does not apply. Shield's Defense Modifiers still apply (not including
bucklers).

Instead of Armor Class you now have a Defense Modifier. The Defense Modifier of a weapon represents its ability to be effective at parrying.
When being attacked you roll your main weapon's attack die and add your total Defense Modifier and Agility Modifier. Monsters and NPCs
have a set Attack Score. It is equal to 10+ their total Attack Bonus. If you roll greater than their attack score you have defended against the
attack, if not, you take damage as normal. Attacking a monster or NPC works as normal. Damage Reduction is ignored when a critical hit is
scored.

When two-weapon fighting: use the lower Defense Modifier of the two weapons. Daggers, rondel daggers, coustilles and shields ignore this
rule and their bonuses stack with your main weapon.
The check penalty applies to checks to climb, jump, balance, swim, move silently, and other such physical activities.

When combat is initiated, initiative is rolled as normal (by player not character). Those combatants with ranged weapons will ignore initiative
and get to react before melee combatants. They continue to react first until engaged in melee combat at which point they go back to their
player's normal turn.