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(from weapons as well as from cold and cold spells), but has only the encumbrance of chainmail. 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 ------------- D6 = Sword, Battle Axe, Spear(including Awl Pike), Mace, Morning Star, Spiked Flail, Arrow, Bolt/Quarrel, Bowie Knife/Dagger, Tomahawk/Hand Axe, War Hammer/Pick, Dwarven Hammer, Quarterstaff*, Sling Stone/ Bullet*, Javelin*, Club*, Rapier* D8 = 2-H Sword, Great Axe, 2-H War Hammer/Maul, Polearm(Halberd, Poleax, Bill Hook, Glaive, Lucerne Hammer, etc). These weapons do 2D6 damage against foes that are ogre-sized or larger. 2D6 = Horseman's Lance(when charging). It otherwise does D6 damage as a normal spear. A Spear, Pike, or Polearm with a spear point will do 2D6 damage when set against charging creatures. They otherwise do D6 damage. * Rapiers, Quarterstaves, Slingstones, Javelins, and Clubs do D4 damage against any creature wearing HEAVY ARMOR. Smallswords and Epees cannot be effectively employed against combatants in Heavy Armor. * Oil flasks which are lit and thrown do D6 damage per round when they hit and burn for 2 rounds. The pool of burning oil will be about 5 feet wide. * 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 rope lines. 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. * A Fighter of level 0 is able to use all armor and weapons and attacks as a Fighter of level 1, but is considered to be a "Normal Man" (saving throws, D6 hit points) for all other purposes. This includes mercenaries, well trained militia, and hunters with bow or spear. * A Normal Man can only effectively fight with whatever they are comfortable handling (e.g. - an axe for a woodsman, hammer for a blacksmith, club or knife for a street tough, etc). A Normal Man using a weapon they are unfamiliar with will be at -2 to-hit and do 1/2 damage. Normal Men have D6 hit points and a 17 for Saving Throws. * A PC fighting with a weapon they are not familiar with attacks at 1/2 their XP level, rounded down. (A first-level PC attacks as a 'Normal Man') and does 1/2 of the normal weapon damage. Effective Range of Missile Weapons(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 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 Oil Flask 5-10 10-30 30-50 * Effective range becomes yards for everything except Hand Axe/Dagger and Oil Flask when used outdoors. * 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. It also requires a STR of at least 17 to use. * A Crossbow can shoot every other round. It takes 1 round to reload and crossbowmen cannot move when reloading. While reloading, DEX bonus to AC is lost. Reloading cannot be done if in melee. WEAPON RANGE FIRE RATE Ballista 75sp 100/200/300 (Min:0) 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 / D4 damage against any creature wearing HEAVY ARMOR or creatures with heavily armored skin(AC 3 and below). A Critical Hit = double damage. * +2 parrying bonus to AC vs up to 2 melee opponents(like a medium shield). * DEX bonus is added to to-hit rolls and damage rolls instead of STR. * Rapiers are -2 to-hit foes in heavy armor. * A rapier can be used to disarm an opponent wielding a one-handed weapon. The attempt to disarm must be declared before the attack roll is made. If the attack roll then succeeds, the opponent takes no damage, but is disarmed and must spend the next 2 rounds ret- rieving their 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 if they are trained. Flintlock Weapons: 1) Apply DEX bonuses to to-hit rolls and damage rolls. Shots may be taken while moving but suffer a -2 to-hit. 2) Flintlock Pistols use Oil Flask range(convert to yards when outdoors). Flintlock Muskets use Composite Bow range. 3) Flintlock Pistol Damage = D6 Flintlock Musket Damage = D8 A Critical Hit = double damage 4) Flintlocks hold 1 musket ball or bullet. Reloading takes 1 round. You may move up to 1/2 your Turn movement rate in a melee round and reload. 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) and Rifles do D6 (normal or Stun) damage. If hit from behind, the victim must make a TOUGHNESS Saving Throw to avoid being knocked out. Against foes with Heavy Armor, Rifles do D4 Damage(which can be Normal or Stun Damage) and Pistols do no damage of any kind. 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. Each time a firearm is used in this way, the chance goes up by 1. So, the second time it is used as a club, damage to the piece would occur on a 1-2. 19th Century Firearms: * This also refers to firearms like Ranger six-shooters and the techno-magic Winchester rifles employed by the cavalry of the Westmarch. 1) Apply DEX bonus to to-hit rolls and damage rolls. Shots may be taken while moving but suffer a -2 to-hit. 2) Pistols use Short Bow range. Rifles use Trebuchet range. 3) Pistol Damage = 2D6. A Critical Hit = double damage. Rifle Damage = 2D6. A Critical Hit = double damage. 4) Pistols hold 6 bullets and take 1 round to reload. Rifles hold 7 bullets and take 1 round to reload. You may move up to 1/2 your Turn movement rate in a melee round and reload.** 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 stun damage. If hit from behind, the victim must make a TOUGHNESS Saving Throw to avoid being knocked out. 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 since shots are not aimed.