Equipment Guide.   Posted by Game Master.Group: 0
Game Master
 GM, 2 posts
Sun 17 Feb 2013
at 16:54
Equipment Guide
Equipment

Currency

Coins are practically the same size in every state and made from the same materials and will usually therefore be valid anywhere. It's worth bearing in mind though that foreign currency may arouse suspicion, especially if it's from a state at war with your present location.

The coins in circulation are:

Gold crowns (aka marks, karls, guilders, gelt, etc.) These are equivalent to 20 schillings or 240 pfennigs.
Silver schillings (aka bob, shimmy, silver, muck, etc.) Equivalent to 12 pfennigs.
Brass pfennigs (aka shrapnel, clank, brass, etc.)

(Indicentally, I have more complicated currency rules that I'd *love* to use, but I'll wait until people have got more settled before introducing anything like that).

Encumbrance

You can carry equipment with a total Encumbrance value up to ten times your Strength. Encumbrance is a figure which includes weight, bulk and general other factors which make things hard to carry. For every 50 points you exceed your Encumbrance value by, you suffer a -1 penalty to Movement.

Equipment quality

The quality of a given piece of equipment might differ quite widely. These fit into one of four categories:

Poor Quality Weapons with this quality impart -5% WS/BS to their user. Poor quality ammunition adds an additional -5% to BS. Poor quality armour adds +50% to its Encumbrance value.

Average This is the quality that all equipment is assumed to be unless stated otherwise. It has no in-game effect.

Good Weapons and armour of this quality reduce their Encumbrance value by 10%.

Best Weapons of this quality impart a +5% to WS/BS. Its Encumbrance value is reduced by 10%. Ammunition of this quality gives no bonus but does have the lower Encumbrance value. Armour of this quality halves its Encumbrance value.

Weapons

Weapons are divided into two broad categories- Ordinary weapons, which can be used by anyone, and Specialist weapons, which require training (represented by the skill Specialist Weapon (Various)). You can use a Specialist weapon without the relevant skill but will take a hefty penalty.

The various Specialist Weapons groups available (with specific weapons included in parentheses) are: Cavalry (demilance, lance), Crossbow (crossbow pistol, repeater crossbow), Engineer (Hochland Longrifle, repeater firearm, repeater pistol), Entangling (bola, lasso, net, whip), Fencing (foil, rapier), Flail (flail, morning star), Gunpowder (blunderbuss, firearm, pistol), Longbow (elfbow, longbow), Parrying (buckler, main gauche, sword-breaker), Sling (sling, staff sling), Throwing (throwing dagger/star, throwing axe) and Two-handed (great weapon, halberd).

Different weapons have different qualities, as listed below:

Armour Piercing - the weapon ignores 1 armour point of the target.

Balanced - when used in the secondary hand, ignore the normal -20% penalty to WS.

Cavalry - Weapons in the Cavalry group may be used on foot at a WS penalty (-10% for the demilance, -20% for the lance).

Defensive - +10% to Parry tests.

Experimental - Jams on a 96-98 on the attack roll; explodes on a 99-00.

Fast - Enemies suffer a -10% penalty when trying to Parry or Dodge this weapon.

Impact - Roll 2d10 for damage and pick the higher result.

Precise - Critical Value of any Critical Hits is increased by one.

Pummelling - +10% bonus to Strength when using Strike to Stun.

Shrapnel: Fires a load of shot and other small projectiles covering a large area. No to hit roll required; any caught within the area of effect must take an Ag test or suffer damage.

Slow - Enemies gain +10% to Parry or Dodge attempts.

Snare- On a successful hit the target is entangled unless they pass an Ag test. While entangled he may take no further actions except to attempt to escape.

Tiring - Impace quality only applies during the first round of melee.

Unreliable - On an attack roll of 96-99 the weapon jams; on a 00 it explodes.

Melee Weapons

Buckler

Encumbrance: 10
Group: Parrying
Damage: SB-4
Qualities: Balanced, Defensive, Pummelling

Dagger

Encumbrance: 20
Group: Ordinary
Damage: SB-3
Qualities: -

Demilance

Encumbrance: 75
Group: Cavalry
Damage: SB
Qualities: Fast, Impact, Tiring

Flail

Encumbrance: 95
Group: Flail
Damage: SB+1
Qualities: Impact, Tiring, requires two hands to use.

Foil

Encumbrance: 40
Group: Fencing
Damage: SB-2
Qualities: Fast, Precise

Gauntlet or Knuckle-Duster

Encumbrance: 1
Group: Ordinary
Damage: SB-3
Qualities: Pummelling

Great Weapon

Encumbrance: 200
Group: Two-handed
Damage: SB
Qualities: Impact, Slow

Halberd

Encumbrance: 175
Group: Two-handed
Damage: SB
Qualities: Can be treated as either a spear or a great weapon.

Hand Weapon

Encumbrance: 50
Group: Ordinary
Damage: SB
Qualities: -

Improvised

Encumbrance: 35
Group: Ordinary
Damage: SB-4
Qualities: -

Lance

Encumbrance: 100
Group: Cavalry
Damage: SB+1
Qualities: Fast, Impact, Tiring

Main Gauche

Encumbrance: 15
Group: Parrying
Damage: SB-3
Qualities: Balanced, Defensive

Morning Star

Encumbrance: 60
Group: Flail
Damage: SB
Qualities: Impact, Tiring

Pike

Encumbrance: 200
Group: Two-handed
Damage: SB
Qualities: Fast, take a Full Action to enter a Pike Stance.

Quarterstaff

Encumbrance: 50
Group: Ordinary
Damage: SB-2
Qualities: Pummelling, Defensive, requires two hands.

Rapier

Encumbrance: 40
Group: Fencing
Damage: SB-1
Qualities: Fast

Shield

Encumbrance: 50
Group: Ordinary
Damage: SB-2
Qualities: Defensive, missile attacks take a -10% penalty if you are aware of them.

Spear

Encumbrance: 50
Group: Ordinary
Damage: SB
Qualities: Fast

Sword-breaker

Encumbrance: 40
Group: Parrying
Damage: SB-3
Qualities: Balanced, may make attempts to break enemies' swords.

Unarmed

Encumbrance: -
Group: Ordinary
Damage: SB-4
Qualities: Armour points count double against unarmed attacks.

Missile Weapons

Blunderbuss

Encumbrance: 50
Group: Gunpowder
Damage: 3
Range: 32/-
Reload: 3 Full
Qualities: Shrapnel

Bola

Encumbrance: 20
Group: Entangling
Damage: 1
Range: 8/16
Reload: Half
Qualities: Snare

Bow

Encumbrance: 80
Group: Ordinary
Damage: 3
Range: 24/48
Reload: Half
Qualities: -

Crossbow

Encumbrance: 120
Group: Ordinary
Damage: 4
Range: 30/60
Reload: Full
Qualities: -

Crossbow Pistol

Encumbrance: 25
Group: Crossbow
Damage: 2
Range: 8/16
Reload: Full
Qualities: -

Elfbow

Encumbrance: 75
Group: Longbow
Damage: 3
Range: 36/72
Reload: Half
Qualities: Armour Piercing

Firearm (Arquebus)

Encumbrance: 30
Group: Gunpowder
Damage: 4
Range: 24/48
Reload: 2 Full
Qualities: Impact, Unreliable

Hochland Long Rifle

Encumbrance: 70
Group: Engineer
Damage: 4
Range: 48/96
Reload: 2 Full
Qualities: Impact, Unreliable

Improvised

Encumbrance: 10
Group: Ordinary
Damage: SB-4
Range: 6/-
Reload: Half
Qualities: -

Javelin

Encumbrance: 30
Group: Ordinary
Damage: SB-1
Range: 8/16
Reload: Half
Qualities: -

Lasso

Encumbrance: 10
Group: Entangling
Damage: -
Range: 8/-
Reload: Half
Qualities: Snare

Longbow

Encumbrance: 90
Group: Longbow
Damage: 3
Range: 30/60
Reload: Half
Qualities: Armour Piercing

Net

Encumbrance: 60
Group: Entangling
Damage: -
Range: 4/8
Reload: Full
Qualities: Snare

Pavise

Encumbrance: 120
Group: Ordinary
Damage: -
Range: -
Reload: -
Qualities: -20% penalty to incoming missile attacks.

Pistol

Encumbrance: 25
Group: Gunpowder
Damage: 4
Range: 8/16
Reload: 2 Full
Qualities: Impact, Unreliable

Repeater Crossbow

Encumbrance: 150
Group: Crossbow
Damage: 2
Range: 16/32
Reload: Free/4 Full
Qualities: holds 10 bolts in a magazine

Repeater Firearm

Encumbrance: 30
Group: Engineer
Damage: 4
Range: 24/48
Reload: Free/6 Full
Qualities: Magazine holds 6 shots.

Repeater Pistol

Encumbrance: 25
Group: Engineer
Damage: 4
Range: 8/16
Reload: Free/6 Full
Qualities: Magazine holds six shots.

Shortbow

Encumbrance: 75
Group: Ordinary
Damage: 3
Range: 16/32
Reload: Half
Qualities: -

Sling

Encumbrance: 10
Group: Sling
Damage: 3
Range: 16/32
Reload: Half
Qualities: -

Spear

Encumbrance: 50
Group: Ordinary
Damage: SB
Range: 8/-
Reload: Half
Qualities: -

Staff Sling

Encumbrance: 50
Group: Sling
Damage: 4
Range: 24/48
Reload: Half
Qualities: -

Throwing Axe/Hammer

Encumbrance: 40
Group: Throwing
Damage: SB-2
Range: 8/-
Reload: Half
Qualities: -

Throwing Dagger/Star

Encumbrance: 10
Group: Throwing
Damage: SB-3
Range: 6/12
Reload: Half
Qualities: -

Whip

Encumbrance: 15
Group: Entangling
Damage: SB-4
Range: 6/-
Reload: Half
Qualities: Snare, Roll 210 for damage and select the better.

Armour

The number of armour points on each location is subtracted from an incoming damage roll.

If you are wearing any type of mail armour (except a coif) you suffer a -10% penalty to Agility tests.

Leather, mail and plate armour stack with each other to provide a greater AP bonus. Full armour sets includes a full set of lesser armour(s).

Leather Armour

Leather Skullcap (head), 1 AP, Enc 10
Leather Jerkin (body), 1 AP, Enc 40
Leather Jack (body, arms), 1 AP, Enc 50
Leather Leggings (legs), AP 1, Enc 20
Full Leather Armour (all), AP 1, Enc 80

Studded Leather

(Studded Leather can be combined with leather for a bonus, but not with any heavier armour)

Studded Skullcap (head), 1 AP, Enc 10
Studded Jerkin (body), 1 AP, Enc 40
Studded Jack (body, arms), 1 AP, Enc 50
Studded Leggings (legs), AP 1, Enc 20
Full Studded Armour (all), AP 2, Enc 160

Mail Armour

Mail Coif (head), 2 AP, Enc 30
Mail Shirt (body), 2 AP, Enc 60
Sleeved Mail Shirt (body, arms), 2 AP, Enc 80
Mail Coat (body, legs), 2 AP, Enc 100
Mail Leggings (legs), 2 AP, Enc 40
Full Mail Armour (all), 3 AP, Enc 210

Plate Armour

Helmet (head), 2 AP, Enc 40
Breastplate (body), 2 AP, Enc 75
Plate Bracers (arms), 2 AP, Enc 30
Plate Leggings (legs), 2 AP, Enc 40
Full Plate Armour (all), 5 AP, Enc 395


Barding

Half Leather
Locations: Body, front legs
Encumbrance: 120
AP: 1

Full Leather
Locations: All
Encumbrance: 240
AP: 1

Half Studded Leather
Locations: Body, front legs
Encumbrance: 240
AP: 2

Full Studded Leather
Locations: All
Encumbrance: 480
AP: 2

Half Mail
Locations: Body, front legs
Encumbrance: 315
AP: 3

Full Mail
Locations: All
Encumbrance: 630
AP: 3

Half Plate
Locations: Body, front legs
Encumbrance: 600
AP: 5

Full Plate
Locations: All
Encumbrance: 1200
AP: 5