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Chapter V: Money and Equipment

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Weapons

Item Cost Weight Size DT1 DT2 DT3
Axe β€” β€” β€” β€” β€” β€”
Hand Axe 8 s 1.5 lbs. M 1d8 h β€” β€”
Horseman’s Axe 10 s 2 lbs. M 1d8 h β€” β€”
Long Axe 10 s 6 lbs. L 1d12 h β€” β€”
Bow β€” β€” β€” β€” β€” β€”
Short Bow 1 s 1.5 lbs. M 1d6 p β€” β€”
Hunting Bow 3 s 2 lbs. M 1d8 p β€” β€”
Longbow 7 s 2.5 lbs. L 1d10 p β€” β€”
Club 3 d 2.5 lbs. M 1d4 b β€” β€”
Crossbow β€” β€” β€” β€” β€” β€”
Light 18 s 7 lbs. M 1d8 p β€” β€”
Heavy 1 l 13 lbs. M 1d12 p β€” β€”
Dagger β€” β€” β€” β€” β€” β€”
Common 1 s 1/2 lbs. S 1d4 p 1d4 s β€”
Parrying 3 s 3/4 lbs. S 1d4 p β€” β€”
Rondel 3 s 1/2 lbs. S 1d4 p β€” β€”
Dart β€” β€” β€” β€” β€” β€”
Common (per 10) 1 s
2 lbs. S 1d3 p β€” β€”
Javelin (per 3) 2 s 9 lbs. L 1d10 p β€” β€”
Wardart (per 5) 2 s 6 lbs. M 1d6 p β€” β€”
Falx 7 s 2.5 lbs. L 1d8 s 1d6 p β€”
Knife β€” β€” β€” β€” β€” β€”
Common 10 d 1/2 lbs. S 1d3 p 1d3 s β€”
Seax 1 s 3/4 lbs. S 1d3 p 1d4 h β€”
Throwing 8 d 1/3 lbs. S 1d3 p β€” β€”
Mace 9 s 2 lbs. M 1d6 b β€” β€”
Mancatcher 12 s 5 lbs. L β€” β€” β€”
Pick β€” β€” β€” β€” β€” β€”
Warpick 12 s 2 lbs. M 1d4 b 1d8 p β€”
Horseman’s Pick 14 s 2.5 lbs. M 1d4 b 1d8 p β€”
Polearm β€” β€” β€” β€” β€” β€”
Bardiche 12 s 6 lbs. L 2d6 h 1d3 p β€”
Bill 5 s 5.5 lbs.
L 1d12 s β€” β€”
Fauchard 14 s 7 lbs. L 1d10 h 1d4 p β€”
Halberd 1 l 9 lbs. L 1d10 h 1d6 p β€”
Lucerne Hammer 1 l 6.5 lbs. L 2d4 b 1d6 p β€”
Poleaxe 1 l 7.5 lbs. L 1d12 h 1d6 p 1d4 b
Spear Club 8 s 6 lbs.
L 1d6 b 1d4 p β€”
Quarterstaff 1 s 4 lbs.
L 1d6 b β€” β€”
Sickle 1 s 1.5 lbs. M 1d6 s 1d4 p β€”
Sling β€” β€” β€” β€” β€” β€”
Sling 1 d 1/6 lbs. S 1d6 b β€” β€”
Staff Sling 1 s 5 lbs. L 1d8 8 β€” β€”
Spear β€” β€” β€” β€” β€” β€”
Spear 3 s 3.5 lbs. L 1d10 p β€” β€”
Pike 6s 6 lbs.
H 1d10 p β€” β€”
Lance 8 s 9 lbs. H 3d4 p β€” β€”
Sword β€” β€” β€” β€” β€” β€”
Shortsword 12 s 1 lbs. M 1d6 s 1d6 p β€”
Arming Sword 16 s 1.5 lbs. M 1d8 s 1d8 p β€”
Rapier 18 s 2 lbs. M 1d4 s 1d8 p β€”
Falchion/Messer 14 s 1.5 lbs. M 2d4 s 1d4 p β€”
Longsword 18 s 2 lbs. L 2d4 s 1d10 p β€”
Kriegsmesser 22 s 2 lbs. L 2d6 s 1d6 p β€”
Greatsword 26 s 5 lbs. L 1d10 s 1d10 p β€”
Warhammer 10 s 2 lbs. M 1d8 b 1d4 p β€”

Firearms

Item Cost Weight Size DT
Arquebus (Matchlock) 5 l 9 lbs. M 5d6 b
Blunderbuss (Flintlock) 4 l 9 lbs. M 1d6 b
Ducksfoot Pistol 3 l 6 lbs. M 1d4 b
Flintlock Musket 5 l 10 lbs. L 6d6 b
Flintlock Pistol 2 l 4.5 lbs. S 2d8 b
Grenado 13 s 3 lbs. S *
Handcannon 5 l 10 lbs. M 3d8 b

Firearms are available per the referee's discrection. Note that handcannons, matchlocks and wheel/flintlocks would never be in-use at the same time.

Missile Ranges


Weapon

RoF
Range (in feet)
Short Medium Long
Arquebus 1/3 150 450 630
Bow, short 2/1 150 300 450
Bow hunting 2/1 180 360 630
Bow, long 2/1 210 420 630
Crossbow, light 1/2 180 360 540
Crossbow, heavy 1/3 240 480 720
Dagger, common 1 30 60 90
Dart, common 3/1 30 60 120
Dart, war 1 45 90 150
Flintlock musket 1/3 240 480 720
Flintlock pistol 1/3 180 360 540
Grenado/potion 1 15 30 45
Hand axe 1 20 40 60
Handcannon 1/4 150 450 630
Javelin 1 60 120 180
Knife, common 1 30 60 90
Knife, throwing 2/1 30 60 120
Sling 1 150 300 450
Sling, staff 1 210 420 630
Spear 1 30 60 90
Stone 3/1 20 40 60

Weapon Sizes

Weapon Descriptions

Arquebus

An arquebus cannot be reloaded while mounted. Unless proficient in riding, you have a -2 to-hit penalty when using an arquebus from horseback. Should you roll a 1 or 2 on an attack roll when using an arquebus, the weapon backfires, dealing 1d2 fire damage to the user. Addtionally, the weapon is fouled and cannot be used again until it is cleaned, which takes about 30 minutes (15 minutes if proficient in engineering).

Bow

At the referee's discrection, you can use your strength score in-lieu of your dexterity to modify bow damage rolls. However, you cannot use strength to modify attack rolls. A strength of at least 10 is required to use a longbow. Unless proficient in riding, you have a -1 to-hit penalty when using a bow from horseback.

Crossbow

A heavy crossbow cannot be spanned while mounted.

Firearms (all)

Firearms require powder and a match to ignite it. Matchlocks and wheel/flintlocks have mechanisms which ignite the powder at the pull of a trigger. Handcannon must be manually ignited with a slow-match. A character with access to magic can use a fire spell in-lieu of a match. If either match or powder becomes wet, the firearm cannot fire.

Flintlock

A flintlock pistol's rate-of-fire is halved when mounted, a musket cannot be reloaded while on horseback. Unless proficient in riding, you have a -1 to-hit penalty when using an arquebus from horseback. Should you roll a 1 or 2 on an attack roll when using an arquebus, the weapon backfires, dealing 1d2 fire damage to the user. Flintlock pistols can be duel-wielded

Flintlock, blunderbuss

Firing spread is a 20-foot cone. Everyone in the line-of-fire must make a saving-throw against Breath Weapon with a penalty equal to the pistolier's to-hit bonus or take 1d6 bludgeoning damage. Due to the powerful recoil, whenever a hob fires a blunderbuss, you must roll a 1d6. On a 1, the hob is knocked backwards 2d4 feet. This roll is modified by your dexterity.

Flintlock, ducksfoot

Firing spread is a 15-foot cone. Everyone in the line-of-fire must make a Breath Weapon saving-throw with a penalty equal to the pistolier's to-hit bonus or take 1d4 bludgeoning damage. Due to the number of barrels, a ducksfoot pistol has a rate-of-fire of 1/9 instead of the 1/3 of a normal wheel/flintlock.

Grenado

A grenado has a blast-radius of 25 feet. All creatures within that radius must make a saving-throw against Breath Weapon or take 3d4 slashing damage and 2d4 fire-damage. On an attack roll of 1 or 2, the grenado lands and explodes right next to the grenadier, who makes the saving throw with a -1 penalty.

Handcannon

Uses all the special rules of the arquebus (see above).

Lance

A lance is a spear designed specifically for used on horseback. When fighting on-foot with a lance, you have a -1 attack penalty and a -2 damage penalty. When mounted, for every 10 feet your horse moves, you deal +3 more damage with your lance. Your horse must be moving in a straight line to gain this damage bonus. If proficient in riding, this bonus increases to +4 damage per 10 feet travelled. When fighting another mounted combatant, a critical hit with your lance unhorses your opponent.

Polearms and Spears

Maximum reach of 10 feet. Does not apply to poleaxes, lucerne hammers, or spear clubs. Pikes have a maximum reach of 20 feet.

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