Armor ----- No Armor = AC9 Light Armor(leather cuir bouilli, hide/heavy fur, gambeson, linothorax, brigandine jack, mail shirt) = AC7 Medium Armor(chainmail, scale, lorica, metal lamellar, banded/splint, bronze plate, coat of plates, large metal plates with leather backing) = AC5 Heavy Armor(platemail, field plate**) = AC3 ** Field Plate subtracts 1 point from every D6 of damage the wearer takes and only has the encumbrance of chain mail. Shield Bonus ------------ 1) Small Shield (Buckler) = +1 to AC against 1 melee opponent, 1 in 6 chance to block small missiles, can be used for a punching attack - Stun damage 1) Small Shield (Targe) = +1 to AC 2 in 6 chance to block small missiles, can be used to Shield Bash - 1-2 pts damage 2) Medium Shield(Round/Heater) = +2 to AC, 1-3(D6) chance to block small missiles, can be used to Shield Bash - D4 damage 3) Large Shield(Kite, Tower) = +3 to AC, Kite Shield, Celtic Shield 1-3(D6) chance to block small missiles and movement is slowed by 1/3. Tower Shield 1-4(D6) chance to block small missiles and movement is slowed by 1/2. Both can be used to bash a prone opponent - D4 damage * The chance-to-block roll is made after the to-hit roll, if a hit was indicated. * Flanking attacks ignore shield bonuses to AC and blocking ability. * Medium or Large Shields making up a SHIELD WALL give even better cover and protection from overbearing attacks. * When surrounded or flanked, a medium or large shield employed by a human-sized character will confer an AC bonus only against 2 human-sized attackers or 3 gnome-sized attackers. Attacks over and above that number, or those from an indefensible angle, such as from the rear or right flank (if the shield is in the left hand), will bypass the shield's defensive bonus automatically. Weapon Damage(NEW WAY) ------------- FIGHTERS, BARBARIANS, RANGERS, PIRATES, PALADINS, DWARVES = D8 with any small or medium-sized weapon = 2D6 with 2-H Sword, Great Axe, Polearm, Horseman's Lance THIEVES, BARDS, CLERICS/DRUIDS, ELVES, HOBBITS, GNOMES, RACCOONFOLK = D6 with any weapon MAGIC-USERS, ILLUSIONISTS = D4 with any weapon * Different weapon types are necessary for different things. For example: A dagger is all that can be employed when tightly enclosed by a Lurker Above. An axe is necessary for chopping through wooden doors or thick ropelines. A spear is necessary for reaching foes perched on a ledge above, fighting from the second rank in a formation, or setting against a charge. * Zero-level Fighters, well trained militia, and hunters who use bow or spear will deal the same damage with weapons as a first-level Fighter. "Normal Men" who are not fighter-types will deal D6 damage with the tools or weapons they habitually use(hammer for a blacksmith, club or dagger for a street tough, axe for a woodsman, etc). Humanoids of 1-3+ Hit Dice, using weapons, will deal the same damage as first-level Fighters. Humanoids of less than 1HD will do D6 damage with weapons(goblins, kobolds). ------------------------------------------------------------------------ Weapon Damage(OLD WAY) ------------- D4 = Knife, Dagger, Tomahawk, Staff, Slingstone, Club D6 = Hand Axe, Spear, Short Sword, Mace, Spiked Flail, Warhammer, Rapier, Arrow, Bolt/Quarrel, Javelin D8 = Sword, Battle Axe, Morning Star, Great Bow 2D6 = 2-H Sword, Great Axe, Polearm, Horseman's Lance ------------------------------------------------------------------------- Effective Range of Bows(in feet) ----------------------- Type Short Range Medium Range Long Range ---- ----------- ------------ ---------- Short Bow 0-50 50-100 100-150 Long Bow 0-70 70-140 140-210 Short Composite Bow 0-60 60-120 120-180 Composite Bow 0-80 80-160 160-240 Light Crossbow 0-60 60-120 120-180 Heavy Crossbow 0-80 80-160 160-240 Sling Stone 0-60 60-120 120-180 Javelin/Spear 0-20 20-40 40-80 Hand Axe or Dagger 0-10 10-20 20-30 * Effective range becomes yards for everything except hand axe/dagger when used outdoors and firing into a mass of foes(instead of aiming for a single foe). * Missile weapons: +1 to-hit for short range -1 to-hit for long range * A Great Bow has 1 1/2 times the range of either a normal Long Bow or Composite Bow, depending on its type. WEAPON RANGE FIRE RATE Ballista 75sp 100/200/300(Min:NA) 1per2 Catapult, Light 150sp 200/250/300 (Min:150) 1per5 Catapult, Heavy 250sp 250/325/400 (Min:175) 1per6 Trebuchet 400sp 250/400/500 (Min:100) 1per6 RAPIER ------ * 32"-39" rigid, slender, thrusting blade. Basket or cup hilt. Allows for fighting in very narrow places - alleys, hallways, on stairs. * Cost: 25sp and up. * Rapier does D6 damage. If a 6 is rolled, roll damage die again and add that score to the total. Only do this once per attack. So, max damage for any attack would be 2D6. * +1 bonus to initiative. * +2 parrying bonus to AC vs up to 2 melee opponents(like a medium shield). * DEX is added to to-hit rolls and damage rolls instead of STR. * Innefective against foes in heavy armor. -2 to-hit against foes in medium armor. * When an enemy in melee combat rolls a score of 4 or more UNDER what is required to hit your AC, they then must make a Save vs Paralysis or be disarmed and spend 2 rounds retrieving their weapon. * When a foe with a HEAVY WEAPON rolls a natural 20, your blade must make a Save vs Death Ray. Failure means the rapier has broken while parrying your foe's weapon. FIREARMS -------- * Firearms may be used as ranged weapons or in melee, though there is a chance of hitting allies when firing into melee. * Druids will NEVER use items of technology. * Barbarians will not use firearms as they are incomprehensible. * Wizards and Illusionists may use firearms. Flintlock Weapons: 1) +1 to hit and treat long range as medium. Apply DEX bonuses to to-hit rolls and damage rolls.Attacks may be made while moving but suffer a -2 to-hit. 2) Flintlock Pistols use Hand Axe range. Flintlock Muskets use Composite Bow range. 3) Flintlock Pistol Damage = D6+1 Flintlock Musket Damage = 2D6 If any die comes up 6, roll it again and add that damage to the total. 4) Flintlocks hold 1 musket ball or bullet. Reloading takes 1 round. You may only move at 1/3 speed while reloading. You lose DEX bonuses to AC while reloading. Reloading cannot be accomplished if in melee. 5) Both Flintlock muskets and pistols may be used as clubs in melee. Normal melee attack rolls apply. Pistols do D4 points 'blackjack' damage(they only stun). If hit from behind, roll an additional D6. Foe is knocked out on a 1-4. Rifles do D6 damage and are treated as quarterstaves. There is a chance of damaging the firearm when using it in melee as a club. Roll D20 for a pistol and D12 for a musket. A '1' indicates the firearm is now ONLY serviceable as a club until it is repaired. 19th Century Firearms: * This also refers to firearms like Ranger six-shooters and the technomagic Winchester rifles employed by the cavalry of the Westmarch. 1) +2 to hit and treat long range as medium. Attacks may be made while moving but suffer a -2 to-hit. Apply DEX bonuses to to-hit rolls and damage rolls. Attacks may be made while moving but suffer a -2 to-hit. 2) Pistols use Short Composite Bow range. Rifles use Trebuchet range. 3) Pistol Damage = 2D6. If any die comes up 5 or 6, roll it again and add that damage. Rifle Damage = 3D6. If any die comes up 5 or 6, roll it again and add that damage. 4) Pistols hold 6 bullets and take 1 round to reload. Rifles hold 7 bullets and take 1 round to reload. You may only move at 1/3 speed while reloading.** You lose DEX bonuses to AC while reloading. Reloading cannot be accomplished if in melee. ** Pistols and Rifles may also be loaded "on the run" (moving at full speed). Roll D6 for pistols and D6+1 for rifles to see how many bullets were actually reloaded on that round. 5) Both Rifles and Pistols may be used as clubs in melee. Normal melee attack rolls apply. Pistols do 1-3hp 'blackjack' damage, Rifles do D6 damage. There is a chance of damaging the firearm when using it in melee. as a club. Roll D20 for a pistol and D12 for a rifle. A '1' indicates the firearm is now ONLY serviceable as a club until it is repaired (This does not apply to Ranger pistols or Westmarch rifles). 6) A Pistol hammer may be "fanned" and all 6 shots released in a single round at up to 6 different targets. Attack rolls start with a -1 to the on the second shot, with a cumulative -1 to-hit for each additional shot. Damage will also only be D6-1 since shots are not aimed.