WEAPON & ARMOR STATISTICS
Weapon | Stats | Durability | Cost | Remarks |
Sword # | D8,4 | 30 | 30F | |
Longsword/Broadsword # | D8,4 | 40 | 40F | |
Shortsword | D8,3 | 30 | 25F | |
Two handed sword * | D10,5 | 40 | 60F | |
Mace | D6,4 | 25 | 12F | |
Morning star | D6,5 | 20 | 20F | |
Flail | D6,4 | 20 | 10F | |
Battleaxe * | D8,6 | 55 | 30F | |
Hand axe | D8,4 | 45 | 25F | |
Staff ** | D6,3/D6,4 | 10 | 2F | |
Quarterstaff * | D8,5 | 25 | 4F | |
Cudgel | D3,3 | 2 | 0F | |
Club | D6,5 | 10 | 6F | |
Warhammer * | D8,6 | 60 | 30F | |
Spear * | 2D4,4 | 20 | 15F | |
Halberd *+ | D10,5 | 30 | 50F | |
Pole cleaver * | D8,6 | 35 | 25F | |
Partisan *+# | D10,5 | 30 | 60F | A spear with secondary blades |
Lance + | 3D4+3-AF | 50 | 800F | Blunt is 3d4-AF (see Bk 6, p131) |
Dagger | D4,3 | 12 | 7F | |
Unarmed (Fists) | D4,2 | - | - |
* Must be used with two hands
+ Can be used for dismounting opponent
# Can be used to disarm opponent
** Can be used with one or two hands
Missile Weapon | Stats | Durability | Cost | Remarks |
Bow/Arrows-6 | D6,4 | 5/1 | 15F/3F | Fragile – this discourages PCs from using their bow too much in close combat, or risk it being broken. |
Longbow/Arrows-6 | D8,4 | 5/1 | 30F/3F | |
Crossbow, heavy/Quarrels-10 | D10,4 | 8/1 | 100F/5F | |
Crossbow, light/Quarrels-10 | D10,3 | 8/1 | 80F/4F | |
Dagger | D3,3 | 12 | 7F | |
Throwing knife | D6,3 | 12 | 10F | |
Hand axe | D6,4 | 45 | 25F | |
Javelin, heavy | D8,5 | 25 | 15F | |
Javelin, light | D8,4 | 20 | 12F | |
Spear | D8,4 | 20 | 15F | |
Sling/shot | D6,3 | 2/1 | 2F/1P | |
Dart | D4,2 | 1 | 2F | |
Rock | D3,2 | - | - |
Armor | Stats | Durability | Cost | Remarks |
Padded leather | AF 1 | 8 | 15F | |
Hardened leather | AF 2 | 12 | 25F | |
Studded leather | AF 2 | 16 | 30F | |
Scalemail | AF 2 | 25 | 60F | |
Ringmail | AF 3 | 30 | 120F | |
Chainmail | AF 4 | 30 | 500F | |
Bandmail | AF 4 | 40 | 600F | |
Plate | AF 5 | 40 | 800F | |
Full plate | AF 6 | 50 | 1200F | Worn only for tourneys |
Barding | AF 2/3 | 30 | 300/500F | For horses |
Weapon durability is deducted 1-2 points after each adventure. Double or more if the weapon has been through unusual stress:- acid attacks, particular strong opponents with strong weapons, was used to prise open a chest/ jam a falling gate/lever a rock, hacked through a lot of undergrowth/doors/armored beasts. A weapon such as a sword, spear or axe which has fallen to half its original value needs to be brought to the blacksmith to be sharpened. (restore only half of points lost; structural damage cannot be completely repaired). Blunt weapons like clubs and maces need not be maintained. When a weapon falls to zero, it needs to be replaced, or risk breaking during usage.
Armor durability is also deducted 1-2 points after each adventure. Similarly, acid/frost/fire/moisture may damage the armor for 4-6 points. Needs to be brought to the armorer once the durability falls below two-thirds of its original. Or, reduce the AF after an acid monster attack so our knight remembers he needs to buy another suit of plate (who says PCs don’t have things to spend their treasure money on?)
The GM may decide how much it costs to make a trip to the armorer/blacksmith. A percentage of its original cost makes sense. Remember, although it is more realistic to use this durability concept (Angar the Dragonslayer, 9th rank Barbarian, couldn’t be still using the same sword or chainmail he had when he first started killing orcs at 1st rank!), this entails extra book-keeping. It is unnecessary to track the durability score down to the last point - once in the while, just arrange to have their halberd bend out of shape (dang that stone golem!) or have their sword broken by a mighty blow from an adversary’s Severblade.