Basic Weapons and Armor

Knives are easier to conceal on the person and may grant an attack of opportunity if the user is stealthy enough and assassiny enough, and permitting the circumstances allow for it:

Dagger: HIT: 0 DMG: +1

Dirk: HIT: +1 DMG: +1

Tanto: HIT: +1 DMG: +2 DEX REQ: 3

Swords offer the user the option to “parry” instead of dodging an enemy attack, which allows the swordsman to instantly counter attack if successful. if parrying, the attacker enjoys a decreased difficulty to hit the swordsman by 1. To parry, roll Dexterity and Melee; if the swordsman’s success pool is greater than their enemy’s, they may instantly roll for damage to be directed at the attacker.

Broad Sword: HIT: +1 DMG: +2

Short Sword: HIT: 0 DMG: +2

Rapiers & Thin Swords: HIT: +2 DMG: +2 DEX REQ: 3

Long Sword: HIT: 0 DMG: +3

Curved Sword: HIT: +1 DMG: +3 DEX REQ: 3

Bastard Sword: HIT: 0 DMG: +4

Great Sword *: HIT: 0 DMG: +5 STR REQ: 4

Katana *: HIT: +2 DMG: +3 DEX & STR REQ: 3

*Two handed weapons.

Axes grant the user an extra attack if they manage to deal the killing blow to an enemy on their turn. They also have environmental versatility, and grant a lowered difficulty by 1 to cut, damage or destroy things like trees, doors, barricades, wagons, etc:

Battle Axe: HIT: 0 DMG: +4

Hand Axe: HIT: +1 DMG: +2

Great Axe: HIT: 0 DMG: +5 STR REQ: 3

Polearms offers the user a lowered difficulty of 2 if fighting from a mount, and the user may also attack an enemy at an extended range, offering occasional situational advantages.

Staff: HIT: 0 DMG: +2 (Bashing)

Spear: HIT: +1 DMG: +2

Scythe: HIT: +1 DMG: +3 DEX REQ: 3

Lance: HIT: 0 DMG: +4

Halberd: HIT: +1 DMG: +4 STR REQ: 3

Blunt Weapons offer the user the capability to penetrate armor with thunderous blows. For every extra dice of damage these weapons offer, they also ignore that many points of armor.

Club: HIT: 0 DMG: +2 ARMOR PENETRATION: 2

Mace: HIT: +1 DMG: +3 ARMOR PENETRATION: 3

Flail: HIT: +1 DMG: +4 STR REQ: 3 ARMOR PENETRATION: 4

Warhammer: HIT: 0 DMG: +5 STR REQ: 4 ARMOR PENETRATION: 5

Bows:

Short Bow: HIT: +1 DMG: +1

Long Bow: HIT: +1 DMG: +2 STR REQ: 3

Warden Bow: HIT: +2 DMG: +2 STR & DEX REQ: 3

Murzahni Bow: HIT: +1 DMG: +3 STR & DEX REQ: 3

Crossbows:

Standard Crossbow *: HIT: +1 DMG: Flat 5

*Takes two turns to reload

Gunpowder:

Matchlock Pistol *: DIF: 7 DMG: Flat 5 FIREARMS REQ: 4

Musket *: DIF: 7 DMG: Flat 7 FIREARMS REQ: 4

Blunderbuss *: DIF: 7 DMG: Flat 8 FIREARMS REQ: 4

Cannon *: DIF: 8 DMG: Flat 12 FIREARMS REQ: 4

*Takes one turn to reload.

Shields:

Buckler *: DAMAGE SOAK: Flat 1 DEX PENALTY: 0 STRENGTH REQ: 1 Can be used to parry an attack with a Parry Bonus of +1.

Wooden *: DAMAGE SOAK: 2 DEX PENALTY: 0 STRENGTH REQ: 2

Hybrid *: DAMAGE SOAK: 3 DEX PENALTY: 0 STRENGTH REQ: 3

Metal *: DAMAGE SOAK: 4 DEX PENALTY: 1 STRENGTH REQ: 4

Tower *: DAMAGE SOAK: 5 DEX PENALTY: 1 STRENGTH REQ: 5

Shield soaks are rolled when taking damage.

Armor:

Class 1 (Padded): FLAT 1 SOAK DEX PENALTY: 0 STAMINA REQ: 1

Class 2 (Boiled Leather): FLAT 2 SOAK DEX PENALTY: 0 STAMINA REQ: 2

Class 3 (Scale Mail): FLAT 3 SOAK DEX PENALTY: 0 STAMINA REQ: 2

Class 4 (Chain Mail): FLAT 4 SOAK DEX PENALTY: 1 STAMINA REQ: 3

Class 5 (Half Plate): FLAT 5 SOAK DEX PENALTY: 1 STAMINA REQ: 4

Class 6 (Full Plate): FLAT 6 SOAK, DEX PENALTY: 2 STAMINA REQ: 5

Against lethal damage, only the armor’s Stamina Bonus may be used to soak damage: do not add a character’s natural Stamina stat to the soak dicepool (unless they are an Ankhew).

Basic Weapons and Armor

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