Weapon description
Close weapons
Whip
Price: 3 sp
Modifiers: +3 Hit for Disarming
+3 to Str for Disarming / Knock down
on every wound we check for shock
A whip by itself does not cause serious wounds (count the difference between hit and defense as 1 at most), but they are very painful. Moreover, it lets you disarm your opponent very easily.
You cannot attack with a whip those who stand right in front of you (that is, when there is no space left between you and your opponent).
Knuckle-duster
Price: 2 sp
Weight: 300 g
Modifiers: as a punch
real damage
WA -2, WP +4
Style: unarmed fighting
The knuckle-duster is a treacherous weapon, because it is easy to hide and gives you a considerable advantage in a fistfight. Unlike a bare-fisted fight, with it you cause real damage or even death.
Two hand flail
Price: agricultural (-1) 10 sp
battle 2 gp
The flail was originally an agricultural tool that found its use in combat. It consists of a long shaft (often wooden, to reduce the weight of the whole weapon), a metal chain and a heavy striking head (usually studded with sharp spikes). The battle version is iron-shod and has a beater studded with nails, which makes it a fearsome weapon.
Long sword
Price: 7 gp
The long sword is among the best and also the most elegant weapons available. It is often a badge of higher position and above all of wealth, because only a few smiths master the art of making these weapons. It hits harder than a “classic” sword. Its blade is about one meter long and together with the hilt for a hand-and-a-half grip the sword reaches a length of 130 cm.
Halberd
Price: 6 gp
Bonus: Disarming a shield and pulling down a rider WA +3, Str +3
The halberd combines the advantages of an axe with a first-strike weapon, so in the hands of an experienced warrior it is a real threat. If you attack with it by slashing (in terms of the rules a headlong attack, furious attack or swing attack), you gain an extra +3 to WP.
Besides its spike, the halberd has a hook that can be used effectively to pull down riders or disarm shields.
Staff
Price: iron-shod 3 sp
ordinary (-1) 5 cp
The staff is a very simple but also effective weapon 180 cm long (or according to the user's needs). It is easy to obtain and draws no attention, because almost every pilgrim has one, but in the hands of an experienced warrior it can be a deadly weapon.
The listed stats apply to an iron-shod staff of hardened wood. A completely ordinary staff is less sturdy, but practically free.
Spear
Price: 1 gp
The spear is a thrusting weapon used for hunting as well as fighting. It has a metal point on a long pole called the shaft. The part between the point and the shaft is called the socket. It is very easy to make, which in no way reduces its efficiency. A spear can also be thrown, though not as accurately and as far as the lighter and better balanced javelin.
Rapier
Price: 2 gp
Modifiers: +6 WP against chainmail
The rapier is an elegant and at the same time light weapon, popular among rich burghers and nobles. Its fighting style relies far more on dexterity and skill than on brute force. It is definitely not meant for fighting an armored opponent, and if you do not move in the right circles, you may never come across it at all.
Scythe
Price: 3 sp
Stats: 1. sword -1
2. (-5) 3/2//3 reach 2
The scythe as such is a very impractical weapon. But if we convert it into a war scythe, it becomes a very effective weapon (see 1.), and as an agricultural tool it will have a -1 penalty to all stats.
Without conversion, use stats (2.), as a slashing weapon.
Short sword
Price: 2 gp
The short sword has a blade about 60 cm long, and the whole weapon including the hilt reaches about 80 cm. It is used as the main weapon in soldier formations or as a backup weapon of spearmen and archers. A well-drilled unit of warriors with short swords and large shields is a real threat.
On the other hand, in open field in a man-to-man fight, the length of a short sword can be a considerable disadvantage.
A very similar weapon is the hunting knife (it has the same stats).
Pickaxe
Price: 5 sp
Stats: (- 5) 2/20//2
Reach 2
Strength two-handed 5 (one-handed 13)
Weight: 3 kg
The pickaxe serves rather as a work tool (miners, diggers), but in the hands of a more experienced fighter it can be a deadly weapon. In principle it resembles a heavy hammer, but since it is not a pure combat weapon, it is neither as effective nor as easy to handle.
Club and heavy club
Price: club 1 sp
heavy club 5 sp
The club is one of the oldest weapons of all. It is made of every available material, from bones through wood to metal. It is used mainly by primitive peoples who cannot make more complex weapons.
The heavy club is just an enlarged variant of the common club, but this type of cudgel is meant for two-handed fighting. Its monstrous weight of up to 15 kg makes the two-handed club a truly devastating weapon in the hands of a strong individual, one that can easily crush even the heaviest armor or shield.
Sword
Price: 4 gp
For centuries the sword has been among the most widely used weapons for cutting and thrusting. The general term “sword” covers all types; here the name is used for a weapon about 100 cm long (with a blade of about 80 cm) weighing about 1.5 kg. It thus falls between the short and the long sword as a “medium” size.
Sledgehammer
Price: 3 gp
The sledgehammer is a terrible weapon that almost no armor can withstand. It resembles the warhammer, but is much heavier and more effective. Because of its considerable weight, only a few warriors can fight with it.
Two-handed sword
Price: 15 gp
The two-handed sword is among the largest and heaviest weapons, certainly among slashing and thrusting ones. As its name suggests, it is meant to be held in both hands, and even so it requires enormous strength. But there are those who can fight with it in one hand. The whole sword is 150 to 180 cm long (with a blade well over a meter) and weighs up to 5 kg.
Knife, dagger
Price: 2 sp
The knife is not just a weapon, but also one of the most useful tools of all, in every age. Its merits include its price, inconspicuousness, compactness and speed, as well as the possibility of throwing it. A knife blade is usually about 15 cm long; longer pieces are called daggers or hunting knives.
A somewhat different group are knives adapted only for throwing, which cannot be used in close combat.
Truncheon
Price: 2 sp
Modifiers: - 2 to the shock roll after a hit with a truncheon
A well-worked piece of wood or even a stick will serve as a truncheon. It is suitable for stunning a victim, since it does not kill. If we check for shock or pass out after a hit with a truncheon, the victim has a penalty to the roll.
Note: A truncheon can be modified so that it does not kill (wrapped in twine or leather).
Javelin
Price: 6 sp
Javelins are pole weapons, mostly wooden, ending in a metal head. It is practically the same weapon as a spear, but lighter and better suited for throwing. The length of this weapon does not exceed the height of an adult human, i.e. 180 cm.
Mace
Price: 2 gp
The mace is a combat weapon derived from the club. It consists of a handle ending in a heavy massive head shaped like assembled sharp metal flanges or a spiked ball. Quality weapons are all-metal, worse products have wooden shafts (but those are easily destroyed). The striking power of the weapon is frightening and it causes terrible wounds. It penetrates even heavy armor well.
The mace also has a ceremonial significance; the scepter, symbol of royal power, derives from it (in many countries a real mace is still used).
Torch
Price: 3 cp
Modifiers: lit torch
WD +2, damage x 2
A torch can serve as a weapon to some extent, especially when lit. It then gains the listed bonuses.
Flail
Price: 2 gp
Modifiers +1 Hit for disarming
+2 to Str for disarming
The flail is a variant of the two hand flail, but it is not as heavy and long, so it can be held in one hand while using a shield. It provides similar advantages such as penetration, destructiveness and reach, but also has the same disadvantages, such as slowness.
Chain
Price: 5 sp
Modifiers: +2 Hit for disarming
+4 to Str for disarming
It is a simple but effective weapon, mainly because you can obtain one easily and cheaply. With a chain you will find it easier to disarm opponents or strangle them in wrestling.
Small axe
Price: 5 sp
This axe serves mainly as a work tool, for example for splitting logs or rougher crafts. Considering its price it is very effective and deadly dangerous. Besides that, it can be thrown fairly effectively.
Large axe
Price: 2 gp
The large axe is used mainly by woodcutters, but also for example by butchers for slaughtering cattle. It is a very effective and dangerous weapon that can be held in one or both hands.
Battle axe
Price: 5 gp
The battle axe is among the most dangerous weapons of all. The whole weapon is a little over a meter long and ends in a mighty single or double blade that easily cuts through even the strongest armor. Double-bladed axes have a shaft ending in a sharp point, so they can also be used for thrusting.
Broad sword
Price: 5 gp
The broad sword, or sword with a wide blade, is a massive hand-and-a-half weapon. It is another member of the sword family, this time with a double-edged blade over one meter long. The guard of the broad sword is massive so that it can withstand the strong onslaught of heavy weapons.
Warhammer
Price: 2 gp
The warhammer is a heavy weapon ending in a sharp spike that pierces a mail shirt as easily as parchment and copes even with heavy armor. Unlike an ordinary hammer it is made entirely of metal to reduce the risk of damaging the weapon; worse (but cheaper) hammers have a wooden handle.
Pitchfork
Price: 2 sp
Stats: as a javelin, cannot be thrown effectively
Besides being an agricultural tool, a pitchfork can be a fairly dangerous (and above all readily available) weapon.
Ranged weapons
Bow
Price: bow 20 lbs 5 sp
bow 30 lbs 1 gp
bow 40 lbs 2 gp
bow 60 lbs 5 gp
bow 80 lbs 10 gp
bow 100 lbs 20 gp
shorter bow x2 at the same draw weight
arrow 5 cp
quiver 5 sp
bracer 1 sp
Bows are the most widespread and oldest ranged weapons and, not counting crossbows, also the most effective. They shoot arrows, mostly wooden, with a metal point at one end and fletching at the other. A common bow is a little under two meters long (generally about as tall as the shooter). Simpler bows are made of a single piece of wood (yew, maple), better ones by combining various materials.
For riding or for smaller characters the bow must be somewhat shorter, which doubles its price (better materials must be used to keep the draw weight).
The shooter also needs a bracer for the forearm.
Arrows are nocked into bows. They are carried in a quiver (it holds about 20). Their length depends mainly on the type of bow and the length of the shooter's arm.
Blowpipe
Price: 1 sp
Modifier max 1 difference between WA and WD
The blowpipe is a quiet, easily concealed short-range weapon (it can easily be hidden under clothes, e.g. slipped into a loose sleeve), used above all for inconspicuously eliminating an opponent.
A hit with a dart causes almost no damage and can be mistaken for an insect sting (count the difference between hit and defense as 1 at most), so the dart tips are dipped in poison.
Crossbow
Price: light crossbow 12 gp
heavy crossbow 20 gp
bolt 1 sp
The main advantages of crossbows (light and heavy) are their efficiency and ease of use (it is easy to hit someone with them, and they pierce even plate armor) and also readiness (unlike a bow, a crossbow can be spanned and loaded in advance). The disadvantage, however, is the long and demanding loading. When spanning, the character must stand on the ground, hold the crossbow down with the feet and span it with both hands using a lever or a windlass. To load with bare hands the character needs strength 10, for a heavy crossbow 15, but then loads in only half the time.
Crossbows are loaded with bolts, short metal missiles with a sharp point.
Mini crossbow
Price: 5 gp
bolt 1 sp
Unlike a classic crossbow, a mini crossbow can be used as a one-handed weapon, and spanning it does not require great strength. It can also be hidden more easily, which is why carrying it is forbidden in many lands.
Repeating crossbow
Price: 15 gp
bolt 1 sp
Modifiers: only half ZD
magazine for 10 bolts
loading the whole crossbow 5 rounds
This clever gadget relies on an ingenious construction thanks to which a lever both loads and spans it from a magazine placed above the string. As a result, the shooter can shoot as fast as with a bow, but pays for it with inaccuracy.
Due to the sophistication of its construction and the material used (bamboo), this crossbow is found only in some lands.
Special ammunition
Barbed arrows
Modifiers: damage x2, WP -3
You may come across arrows with a barbed point. They are very treacherous, since they cause 1 step more harm and maim more. They are forbidden in practically all lands and even armies do not use them (unless they want the enemy side to pay them back in kind).
Bird arrows
Modifiers: do not cause death
WP -5
When hunting waterfowl and small animals, hunters use arrows with a blunt round tip. They are not nearly as effective, so that they do not tear the struck creature to pieces. They are also useful against people, if you only want to capture, not maim or kill.
Other throwing weapons
Vial
Modifiers: max 1 Difference between WA and WD
The damage caused by a vial is practically negligible (count the difference between hit and defense as 1 at most). But if it is filled with poison, acid or an explosive, it can often do more harm than the finest weapon.
Bottle
As far as wounding goes, a bottle is the same as a vial, but it is usually filled with oil or another incendiary substance. After hitting the target (that is, after the thrown bottle breaks and its contents spill), this flammable substance must additionally be set alight (for example with a thrown torch).
Pebble
Modifiers: max 3 Difference between WA and WD
A pebble can serve to distract attention. It causes small wounds, so count the difference between hit and defense as 3 at most.
Stone
An ordinary, unworked fist-sized stone is a primitive weapon, but quite an effective one.
Boulder
A boulder is a stone the size of a human head or larger. It is hard to hit anything with it, but it can cause terrible wounds.
Sling
Price: 10 cp
The sling is a simple but effective weapon. It is used by country folk (for example shepherds), but it also has its use in battle. With it a character can hurl fist-sized stones over a considerable distance with crushing effect; however, it is not very accurate and using it requires a lot of practice. The sling is whirled above the head, so the character who decides to use it always needs enough space around.
Lasso
reach 10 m
For a lasso, only the stats speed, hit and range matter.
It serves only for catching, which is a maneuver similar to shooting. If you hit, the victim is caught and you then compare strength.
Contest Roll
Str + 2d6 against Str + 2d6
-1 HP per level of difference
If you roll more on strength than your opponent, you hold him caught in the lasso. For every point by which you beat him, he loses 1 HP. If you beat him in the strength roll by 5, you pull him to the ground (if you want to). You can also add the bonus for stability and other advantages to strength into the roll.
Rope with a grappling hook
reach 10 m
If you need to determine whether the grappling hook catches, roll for hit. The usual “defense”, i.e. difficulty, is 10 (depending on the ruggedness and the options for where you want to catch the hook).
Since you will be throwing upward, count each meter of distance as two.
Armors
You can protect yourself against your opponents' attacks with many kinds of armor. Armors differ in quality, weight and above all price, but also in how much they hinder the wearer in combat and outside it. You will find the individual types in the Armor Table at the end of the rules; here it is listed which part of the body they cover. In the following chapter you will read more about the individual armors.
Helmet
The “Helmet” label states what penalty to Perception a character gets for wearing the given type of helmet (it covers the ears and limits vision).
Skills
The “Skills” label states what penalty you get to skills such as stealth, movement (when running; in any metal armor it is practically impossible to swim), climbing, theft. The brackets list the individual penalties for torso and arms / head / legs.
Stiffness
Add up the stiffness of the individual armor parts and round the result (in the way that favours you, i.e. down.)
Notes
Combining different types of armor
If you wish, you can combine parts of different types of armor, as long as their construction allows it (for example you cannot get the sleeves of leather armor separately, because they have nothing to hang on). A normal attack is always aimed at your torso (AC corresponds to the armor on the chest); against targeted attacks count the corresponding AC.
Armor Size
If you get the armor of a fallen opponent, it does not necessarily mean it will fit you (it was not made to your measure). The rule is that the heavier (sturdier) the captured armor, the smaller the chance that you will be able to wear it. The GM decides whether someone else's armor fits you.
Multiple layers of armor
A character can wear armor in several layers, but there are two limitations:
Two armors do not protect 2x better than one; each further layer counts only as a half, the third as a third, etc.
Each additional layer adds an extra -1 to stiffness (this does not apply to magical or other means, only to real armor)
The outer layer must be considerably larger so that another layer can be worn under it (i.e. you then cannot wear it on its own).
Armor weight
If you use different armor parts, adjust the armor weight according to size (in the basic armor table at the end of the rules the weights are calculated for the whole set):
| Size | Weight adjustment |
|---|---|
| -2 | -1/2 |
| -1 | -1/4 |
| 0 | - |
| +1 | +1/4 |
| +2 | +1/2 |
Padded armor
AC 4
Helmet: awareness -1
Skills: -1 (-1/0/0)
Padded armors are made of thick quilted cloth. They provide only basic protection, but are fairly cheap and above all light, so they hardly hinder the wearer in combat and movement. A light helmet can also be obtained with them.
| Covers | Weight | Stiffness | Price |
|---|---|---|---|
| arms and torso | 2 kg | - | 1 gp |
| head | 0.5 kg | - | 1 gp |
| legs | 1 kg | - | 1 gp |
Leather armor
AC 6
Helmet: awareness -2
Skills: -2 (-1.5/-0.5/-0.5)
Leather armors are made of hard leather, often additionally covered with metal plates. They are very popular for their low price, easy availability and also because they do not hinder the wearer in combat. Usually a jerkin with sleeves is worn, possibly supplemented with a light helmet. You can also have leggings of leather.
| Covers | Weight | Stiffness | Price |
|---|---|---|---|
| arms and torso | 3 kg | - | 3 gp |
| head | 1 kg | - | 1 gp |
| legs | 2 kg | - | 2 gp |
Scale armor
AC 15
Helmet: awareness -4
Skills: -4 (-3/-1/-0.5)
Scale armors are assembled from overlapping metal plates sewn onto cloth or a leather backing. They are therefore more flexible than full plate armor and do not hinder the wearer's movement as much. Unlike chainmail, scale armor is easier to make, so it is both cheaper and more readily available.
| Covers | Weight | Stiffness | Price |
|---|---|---|---|
| arms and torso | 7 kg | 1 | 6 gp |
| head | 2 kg | 0.5 | 2 gp |
| legs | 3 kg | 0 | 3 gp |
Chainmail
AC 10
Helmet: awareness -3
Skills: -3 (-1.5/-1/-0.5)
Chainmail armors are made of rings linked to each other (riveted or forged) and attached to a leather base (aketon). Thanks to this they hardly hinder movement (apart from their weight), while protecting excellently. Making chainmail is demanding and lengthy, which shows in its price, but it is considered the best possible protection given its properties.
Chainmail can protect all parts of the body and is often used together with a helmet.
| Covers | Weight | Stiffness | Price |
|---|---|---|---|
| arms and torso | 6 kg | - | 12 gp |
| head | 2 kg | 0.5 | 2 gp |
| legs | 2 kg | - | 6 gp |
Plate armor
AC 20
Helmet: awareness -6
Skills: -6 (-4/-1/-1)
Plate armor is a heavy, massive armor consisting of several steel (or iron) plates. Two plates protect the torso (breastplate and backplate), four the arms (two elbow and two upper-arm plates) and four plates protect the legs (two thigh and two calf plates). The individual plates are fastened with leather straps. Parts of plate armor can also be worn separately. This armor is very heavy, so it greatly hinders movement. Its even heavier and more resistant variant is knight's armor.
Very exceptionally it can be used by a character other than the one it was made for (1d6 / 6) - a smith can adjust it in 10 days, difficulty 15 (2 gp).
| Covers | Weight | Stiffness | Price |
|---|---|---|---|
| arms and torso | 12 kg | 1.5 | 8 gp |
| head | 3 kg | 0.5 | 4 gp |
| legs | 5 kg | 0.5 | 5 gp |
| breastplate only | 8 kg | 1 | 4 gp |
Knight's armor
AC 25
Helmet: awareness -6
Skills: -6 (-4/-1/-1)
This armor is incredibly heavy and compact, so it protects excellently against practically all weapons, but it almost prevents movement or any other activity. It is usually worn by a rider; a warrior on foot must be extremely strong and well trained to move at all.
Knight's armor is always made to order and its price can exceed the income of a smaller estate.
| Covers | Weight | Stiffness | Price |
|---|---|---|---|
| arms and torso | 15 kg | 2 | 25 gp |
| head | 4 kg | 1 | 10 gp |
| legs | 6 kg | 0.5 | 15 gp |
Heavy knight's armor
AC 30
Helmet: awareness -6
Skills: -6 (-4/-1/-1)
In some lands a special heavy variant of knight's armor is made, even heavier and more massive, intended for especially strong warriors.
| Covers | Weight | Stiffness | Price |
|---|---|---|---|
| arms and torso | 18 kg | 2 | 35 gp |
| head | 5kg | 1 | 12 gp |
| legs | 7 kg | 0.5 | 23 gp |
Visor and face protection
In normal situations we assume that the visor of every armor is open. An attack on the face or eyes therefore ignores the armor completely (AC 0). With heavy armors the visor is so narrow that it protects half of the face (we count half the AC), but not against thin thrusting weapons (dagger, arrow, rapier, javelin, etc.). No helmet protects the eyes.
Closed visor
With helmets for heavy armors (and some medium ones) you can close the visor and thereby better protect your face (and eyes). With a closed visor your armor stiffness rises by 1, but the armor then protects the whole face and the eyes can be attacked only with thin thrusting weapons.
Combining armors
If you want to wear several armors for better protection, you can, but with a certain limitation. The first armor (the biggest one) counts fully, the second by half, the third by a third, etc.
Shields
Modifiers: +2 to Str for knock down
+3 to Str against disarming
Shields differ in their size and the material they are made of. Larger shields cover a larger part of the body, but they weigh more, and to carry them the character also needs considerable strength (especially if they are made of iron). A metal shield withstands much more than a shield of wood or leather.
Leather or wooden shield
Price: small 8 sp
medium 15 sp
large 2 gp
Iron shields
Price: small 2 gp
medium 4 gp
large 6 gp
Weapon table legend
Common properties
WS weapon speed
WA weapon accuracy
WP weapon penetration
WD weapon defense
Weight weapon weight
Close weapons
R weapon reach
S-1 strength needed to hold the weapon in one hand
S-2 strength needed to hold the weapon in both hands
Weapon Speed - WS
Weapon speed together with the character's fighting determines how fast the character can defend or attack. Characters who are not very good at fighting should use the fastest weapons possible, so that they manage to defend against attacks at all.
Weapon Accuracy - WA
Weapon accuracy states how hard it is to hit an opponent with the given weapon.
Weapon Penetration - WP
A penetrating weapon easily cuts through a knight's armor or a dragon's thick hide. If a weapon is not carefully maintained (polishing, sharpening), it becomes blunt and its penetration drops.
Weapon Defense - WD
Weapon defense states how hard it is to parry enemy attacks with the given weapon.
Strength to use the weapon - Str
A weak character can hardly fight with a two-handed sword. It can lift it and swing it, but the blow will not be as accurate as it would be if the character were considerably stronger (if its Str were equal to the Str listed for the two-handed sword).
Therefore a character with less strength than the Str listed for the respective weapon has a penalty to hit equal to the difference between the two strengths.
Ranged weapons
Rng range
Load time needed for loading
Strength strength for modifying hit and penetration
Weapon Accuracy - WA
The accuracy of a ranged weapon states how hard it is to hit a target with that weapon.
Weapon Penetration - WP
For ranged weapons WP depends on both the weapon and the ammunition; for example, better arrows may have a bonus to penetration. Throwing weapons follow the same rules as close weapons (although WP is somewhat higher when throwing).
Range - Rng
Range shows how far the weapon shoots (can be thrown) without a penalty. When you exceed this limit, you get a -2 penalty to hit and penetration. The penalty grows further at the next levels of the range scale (see Combat - Shooting - Distance and range).
Armor
AC armor class
protects shows the AC of the area when using the rule for targeted attacks
Weight armor weight by size (for Size -2 / 0 / +2)
AS penalty the armor gives to defense and speed (for armor stiffness)
Shields
SD shield defense
Weight shield weight
Change of WP or AC by material
Thanks to better materials a weapon (armor) can be considerably harder, while a wooden sword will have much lower penetration and sturdiness. If the characters obtain such a weapon, modify its penetration (for armor its AC) according to the following table:
Master weapons
The table shows how the WP or AC of a steel weapon changes if it were made of another material (e.g. an iron weapon will be worse).
If, for example, you have a wooden weapon and want to find out what stats its iron variant would have, calculate the difference between them (for a medium weapon it is 2).
Substandard gear
Substandard gear is either badly made, rusty, damaged or unbalanced. Its price is considerably lower than the price of new gear. It is intended mainly for beginning adventurers who do not have enough money to buy new gear.
| Condition | Any | Price |
|---|---|---|
| Very poor | -3 | 1/10 |
| Poor | - 2 | 1/4 |
| Unbalanced | - 1 | 1/2 |
Master gear
True masters can make master weapons, armors or shields. They differ from common weapons in the quality of their craftsmanship, and above all they are made to measure for a particular fighter, so his style stands out far better.
Bonus properties
A master weapon generally has quality higher by 1 to 5, which raises its WP/AC.
Prices
Prices of master equipment are ten times higher for each level of quality.