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Weapons

Superior weapons cost twice as much and use an improved die for damage.
Crude or bronze (ie. mithril) weapons cost only a half and use a reduced dice.
Silver cost ten times as much, use a reduced die and have a 10 % probability of breaking every strike (even if a miss).

General

Dmg.

Range

Cost

Great weapons *

1d10

30 gp

Two handed sword or great axe...


Large weapons

1d8

20 gp

Sword, battle axe, war hammer...


Small weapons

1d6

5 gp

1d3

1 sp

1d4

1 sp

Dagger

1d4/1d10

10/20/30

3 gp

Lance

1d12 #

20 sp

20/40/60

8 gp

Ammunition
Arrow or quarrel

1 sp

Lead sling bullet

0,5 sp

Sling stone

Free, but only 1d3 dmg.

Hatchet, mace, short sword...


Improvised

A quiver can contain 10 arrows or


quarrels and costs 1 sp.

Knife, club, hammer, crowbar...


Staff*

Special rules

Can only be used while mounted.


Spear

1d6 #

Can also be wielded two-handed, in which case: *


Blackjack

1d3/2d6 **

1 gp

* Two-handed. Roll 1d16 for initiative.

Flail ***

1d6

7 gp

*** Subdual damage only.

Garrote

1/3d4

1 gp

*** Ignores shield.

Polearms *

1d8 #

20 gp

Strength modifier applies to damage


at close range only.

Pikes, halberds...

Ignores strength modifier.1


Missile weapons
Blowgun

1d3/1d5

20/40/60

5 sp

Longbow

1d6

70/140/210

15 gp

Crossbow

1d6

80/160/240

30 gp

Shortbow

1d6

50/100/150

8 gp

Javelin

1d6

30/60/90

3 gp

Sling

1d4

40/80/160

1 sp

Thieves use the second value on a


successful backstab.
Roll 1d30 for initiative on first turn
only. OR can be used to fight from
behind your friend's back (ie. second
rank) in which case you don't get the
initiative bonus.
# Double damage on a mounted
charge.
1

I've also changed the rules so that a wizard


is trained in crossbows but not in bows.

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