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.

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