Armor ----- No Armor = AC9 Light Armor(leather cuir bouilli, hide/heavy fur, chainmail shirt) = AC6 Medium Armor(chainmail, scale, lorica, metal lamellar, brigandine, banded/splint, bronze plate, metal plate on leather) = AC4 Heavy Armor(plate and mail, full plate) = AC2 Shields ------- Shields give a bonus to armor class based on the usefulness of their added protection to the armor being worn: +3 bonus for no armor (AC6) +2 for light armor (AC4) +2 for medium armor (AC2) +1 for heavy armor. (AC1) * When surrounded and being attacked from multiple sides in a single round, shields can be employed against only 2 attackers. All other attacks will ignore shield bonuses in that round. * Against missle weapons, shields give an added bonus. If the defender is aware of the attack and able to employ a shield, roll a D6 if the missile hits. A 1-2 indicates the missile was blocked. (This does not apply to ballista bolts, boulders hurled by giants, etc) Weapon Damage -------------- small = D6-1 (will always do at least 1 point of damage) normal = D6+1 large = 2D6 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 and -1 to-hit for long range 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 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. * Wizards and Illusionists may use firearms. Flintlock Weapons: 1) Treat all non-magical armor as one category higher for purposes of calculating attack rolls. So, non-magical heavy armor would be treated as medium armor. Non-magical shields will only add a +1 bonus to AC regardless of armor type worn. Non-magical shields of lesser materials will confer no bonus at all. Magical armors and shields are not affected. Apply DEX bonuses to attack rolls. Attacks may be made while moving but suffer a -2 to-hit. 2) Flintlock Pistols use short bow range. Flintlock Rifles use long bow range. 3) Flintlock Pistol Damage = D6+1 Flintlock Rifle Damage = 2D6 Apply DEX bonuses to damage rolls. 4) Flintlocks hold 1 musket ball. 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 rifles and pistols may be used as clubs in melee. Normal melee attack rolls apply. Pistols do D4 'blackjack' damage, Rifles do D6 damage. There is a chance of damaging the firearm when using it in melee. as a club. Roll D12 for a pistol and D8 for a rifle. 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) Treat all non-magical armors as two categories higher. That is, heavy armor is treated as light armor. Anything less provides no protection. Non-magical shields, of any type, provide no bonus to armor class. Magical armors and shields are not affected. Add DEX bonus to to-hit rolls. Attacks may be made while moving but suffer a -2 to-hit. 2) Pistols use short composite bow ranges. Rifles use composite bow ranges. 3) Pistol Damage = 2D6. Rifle Damage = 3D6. Apply DEX bonuses to damage rolls. 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. Only Fighters(INCLUDING Rangers, Dwarves, and Hobbits) may do this. 5) Both Rifles and Pistols may be used as clubs in melee. Normal melee attack rolls apply. Pistols do D4 'blackjack' damage, Rifles do D6 damage. There is a chance of damaging the firearm when using it in melee. as a club. Roll D12 for a pistol and D8 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. Only Fighters(INCLUDING Rangers, Dwarves, and Hobbits) may do this.