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Melee Weapons
Descriptions: These give a good overview of a weapon's usage, strengths and weaknesses. Attack and Armour Class modifiers, as well as Special Properties, model a weapon's real world effectiveness. Two-Handers: When using a weapon two-handed, Fighters roll two dice for damage, using the highest roll. Space Required: A weapon loses its modifiers and special properties (including two-handed damage bonus for Fighters) if used in a space one step smaller than its space requirement. Large weapons cannot be used in Small spaces. Reach: Two weapons with the same Reach attack at the same time; if a weapon with a larger Reach is used against a weapon with a smaller Reach, the larger attacks first. Silver: It costs 10 times the listed price to silver-coat a weapon.
Melee Weapon Great Axe or Maul Hand Axe, Mace or Warhammer Throw Hands Attack Range (ft) Modifier 2 1 0 0 AC Modifier 0 0 Reach/Space Required Medium Small Cost 7 gp 3 gp Enemy AC -1 Enemy AC -1 Special Properties
Good at penetrating armour, poor if used in a confined space. As a two-handed weapon, can be used by Fighters to increase damage.
Around 2 feet long and surprisingly light, axes and maces are balanced between the middle and head. Being light, they rely a lot on the speed and strength of the user's swing, and are usually wielded vertically, rather than with side swings. As they lack in defensive use compared to swords, they are often used with a shield. They are useful for penetrating armour. Club Dagger 15 1 1 0 0 (-2 if Thrown) 0 -1 Small Small 1 sp 1 gp Concealable. Roll two dice for damage, using the lowest roll. Nothing special. Cheap and easily replaced. Improvised weapons usually count as a club.
A dagger has a stiff blade 12"-18" long,. It can inflict serious damage, but blows usually strike hands and arms, which makes it inefficient for killing or armoured combat. A dagger combatant seeks to disarm or lock an opponent in order to inflict a lethal strike. Poor on defence due to its short range, but better than nothing. Net 10 1 -1 -1 Medium 1 gp Throwing not required in order to use. No damage. If it hits and the enemy loses a Saving Throw, they roll two dice and use the lowest for all rolls until they can make a successful Save to disentangle. Enemy AC -1
Used specifically for entangling opponents. Pole Arm 2 +1 +1 Large 15 gp Good on defence, attack and penetrating armour, but only useful in a large space. As a two-handed weapon, can be used by Fighters to increase damage. Quarterstaff 2 +1 +1 Large 1 sp Good on both defence and attack, but only useful in a large space. Cheap and easily replaced. As a two-handed weapon, can be used by Fighters to increase damage. Spear 10/20/40 1/2 0 / +1 +1 Large 7 gp Requiring an open space for best use, spears are good for defence, throwable, and good on the attack if used two-handed by a Fighter. They are less useful for attacking if used one-handed. An all-round useful weapon, very common. Sword 1 +1 +1 Medium 10 gp Good on both defence and attack, swords are an excellent, flexible weapon. Surprisingly light and weighted near the hand, they can cut and pierce, are very fast and are generally never used to hack wildly at an opponent. Great Sword Unarmed Whip 2 1 1 +1 -2 0 +1 -2 -2 Medium Small Large 15 gp 5 sp Roll two dice for damage, using the lowest roll Roll two dice for damage, using the lowest roll. Inflicting 0 hit points only renders the target unconscious. If rolling to entangle, no damage is inflicted; if it hits and the enemy loses a Saving Throw, they roll two dice and use the lowest for all rolls until they can make a successful Save to disentangle. Good on both defence and attack, poor if used in a confined space. As a two-handed weapon, can be used by Fighters to increase damage. Fighting without a weapon leaves a combatant very poor on the defence, damage and attack. The last resort.
Range in Feet
50/100/200
Hands 2
Special Properties
Description
Five feet and 10+lbs of awkward, oneshot matchlocked fiddlyness, with huge balls. Wide mouthed, short barrelled dispenser of havoc. Accuracy drops off rapidly at longer range, but itll totally ruin the day of anyone nearby. Good distance and rate of fire, penetrates armour at short range. -5 to hit from horseback. Good rate of fire. Good distance, easy to use, very poor rate of fire, very good armour penetration. Fragile pot of quicklime and chemicals, shatters on hit. Poor distance, area effect. Big black ball with a fizzing fuse and BOMB written on the side. Grenadoes are popular with grenadier storm troops and blackcloaked anarchists, but really unpopular with everyone else. Poor distance, area effect so easy to hit. Requires lighting. Sophisticated snaplock weapon, over a foot long. Concealable, good rate of fire, free ammunition.
300 gp Roll two dice for damage, using the highest. Enemy AC -1 at short range. 100 gp Damage d10 for all users.
Blunderbuss
20/40/60
0/-2/-6
1/2
Bow, Long
30/60/180/320
0/-2/-4/-6
35 gp
30/60/120/240 30/60/180/320
2 2
0/-2/-4/-6 +1/-1/-3/-5
1 1/3
25 gp 25 gp
Enemy AC -2 at short range, -1 at medium. Burns and blinds for 1 damage / round for d4 rnds. Save halves duration. 10' radius. Damage 2d6, save halves. 10' radius. On a hit roll of 1, roll d10 for a misfire: 1-4 fuse fizzles, 5-7 fuse delays d3 rounds, 8-9 explodes halfway to target, 10 explodes in thrower's hand.
Firepot
10/30/50
+2/0/-2
8 gp
Grenado
10/30/50
+2/0/-2
12 gp
Pistol
25/50/75
0/-1/-2
1/2
200 gp Roll two dice for damage, using the highest. Enemy AC -1 at short range. 1 gp Can use firepots as ammunition, but they shatter in the sling on a hit roll of 1-5.
Sling
20/40/80/160
Ammunition
Arrows, Quiver Crossbow Bolts, Case Powder and Shot Sling Stones, Bag
Quantity
20 10 10 10
Cost
5 gp 3 gp 10 gp -
Effect
For the Arquebus, Blunderbuss and Pistol. -
Armour
A character's Class determines their base Armour Class, reflecting their training in fending off attacks. Armour adds to this number. Different armour types cannot be mixed, except for bucklers and shields which add to overall Armour Class. Armour comes with a helmet. Armour
Shield Shield, Buckler Padded Armour Mail Armour Plate Armour Horse Barding
Armour Class
+2 +1 +1 +2 +4 +2
Cost
10 gp 6 gp 6 gp 50 gp 450 gp 150 gp
Special Properties
Description
Can be sacrificed by 2nd level Fighters A normal shield with an army strap and grip. Only protects against to nullify a melee attack's damage. frontal attacks. Roll stealth checks twice, use worst roll. Noisy. Noisy. For warhorses only. A small shield with a hand grip. Only protects against front attacks. Quilted cloth or boiled leather armour. Chainmail, ringmail, scale mail, and so on. Contributes to encumbrance (1). Plate and mail. Heavy, contributes heavily to encumbrance (2). Will fatigue a warhorse if used at length.
Range in Feet
100/200/300 250/325/400
Rate of Fire
1 in 2 rnds 1 in 6 rnds
Cost
80gp 600 gp
Special Properties
Description
3d6 damage (half vs buildings) Bolt-firing weapon. 5d6 damage, 5' radius Blows up on attack roll 1.
Catapult Trebuchet
26 36
14 14
8 12
1 in 6 rnds 1 in 6 rnds
200gp 400gp
Ammunition
Ballista Shot Cannon Shot, Powder Catapult Shot Catapult Shot, Pitch
Quantity
1 1 1 1
Cost
4gp 10 gp 5gp 25gp
Effect
As per catapult, but coated in flammable pitch.