Here ya go boss. My cheat sheets for the game I never got off the ground...
MELEE WEAPONS TABLES
Weapon | Damage | Reach | Parry | Cost | Weight | ST | Notes |
---|
AXE/MACE (DX-5, Flail-4, or Two-Handed Axe/Mace-3) |
Axe | sw+2 cut | 1 | 0U | $50 | 4 | 11 | |
Hatchet | sw cut | 1 | 0 | $40 | 2 | 8 | [1] |
Knobbed Club | sw+1 cr | 1 | 0 | $20 | 2 | 8 | |
Mace | sw+3 cr | 1 | 0U | $50 | 5 | 12 | [1] |
Pick | sw+1 imp | 1 | 0U | $70 | 3 | 10 | [2, 3] |
Sickle or Kama | sw cut | 1 | 0 | $40 | 2 | 8 | |
or | sw imp | 1 | 0U | – | – | 8 | [2] |
Small Axe | sw+1 cut | 1 | 0U | $45 | 3 | 10 | |
Small Mace | sw+2 cr | 1 | 0U | $35 | 3 | 10 | [1] |
Small Throwing Axe | sw+1 cut | 1 | 0U | $50 | 3 | 10 | [1] |
Throwing Axe | sw+2 cut | 1 | 0U | $60 | 4 | 11 | [1] |
| | | | | | | |
BOXING, BRAWLING, KARATE, or DX |
Barehanded Punch | thr-1 cr | C | 0 | – | – | – | [4] |
Brass Knuckles | thr cr | C | 0 | $10 | 0.25 | – | [4] |
Cestus | thr cr | C | 0 | $50 | 1 | – | [4, 5] |
Punch w. Gauntlets | thr cr | C | 0 | – | – | – | [4] |
Tonfa | thr cr | C | 0 | $40 | 1.5 | – | Butt jab [4] |
| | | | | | | |
BOXING, BRAWLING, or DX |
Cutlass | thr cr | C | 0 | $500 | 2 | – | Hilt punch [4, 5] |
| | | | | | | |
BRAWLING or DX |
Bite | thr-1 cr. | C | No | – | – | – | [4] |
Blackjack | thr cr | C | 0 | $20 | 1 | 7 | [4] |
BRAWLING-2, KARATE-2, or DX-2 | | | | | | | |
Kick | thr cr | C, 1 | No | – | – | – | [4, 6] |
Kick w. Boots | thr+1 cr | C, 1 | No | – | – | – | [4, 6] |
| | | | | | | |
BROADSWORD (DX-5, Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4) |
Bastard Sword | sw+1 cut | 1, 2 | 0U | $750 | 5 | 11 | |
or | thr+2 imp | 2 | 0U | – | – | 11 | |
Broadsword | sw+1 cut | 1 | 0 | $600 | 3 | 10 | |
or | thr+2 imp | 1 | 0 | – | – | 10 | |
Cavalry Saber | sw+1 cut | 1 | 0 | $500 | 3 | 10 | |
or | thr+1 imp | 1 | 0 | – | – | 10 | |
Club | sw+1 cr | 1 | 0 | $10 | 3 | 10 | |
or | thr+1 cr | 1 | 0 | – | – | 10 | |
Edged Rapier | sw cut | 1, 2 | 0 | $1,000 | 3 | 10 | |
or | thr+1 imp | 1, 2 | 0 | – | – | 10 | |
Estoc or Tuck | thr+2 imp | 1 | 0 | $500 | 3 | 10 | [3] |
or | sw+1 cr | 1 | 0 | – | – | 10 | |
Jo | sw cr | 1 | 0 | $10 | 2 | 9 | |
or | thr cr | 1 | 0 | – | – | 9 | |
Katana | sw+1 cut | 1, 2 | 0 | $650 | 5 | 11 | |
or | thr+1 imp | 1 | 0 | – | – | 11 | |
Large Falchion | sw+2 cut | 1 | 0U | $625 | 4.5 | 11 | |
or | thr-1 imp | 1 | 0U | – | – | 11 | |
Longsword | sw+1 cut | 1 | 0 | $700 | 4 | 10 | |
or | thr+2 imp | 1, 2 | 0 | – | – | 10 | |
| | | | | | | |
FLAIL (DX-6, Axe/Mace-4, or Two-Handed Flail-3) |
Bolas | sw+1 cr | 1 | -2U | $20 | 2 | 7 | [1, 7] |
Morningstar | sw+3 cr | 1 | 0U | $80 | 6 | 12 | [7] |
Nunchaku | sw+1 cr | 1 | 0U | $20 | 2 | 7 | [7] |
GARROTE (DX-4) | | | | | | | |
Garrote | spec. | C | No | $2 | neg. | – | [8] |
| | | | | | | |
JITTE/SAI (DX-5, Main-Gauche-4, or Shortsword-3) |
Jutte | sw cr | 1 | 0 | $40 | 1 | 6 | [9, 10] |
or | thr cr | 1 | 0 | – | – | 6 | |
Sai | sw cr | 1 | 0 | $60 | 1.5 | 7 | [9, 10] |
or | thr imp | 1 | 0 | – | – | 7 | [1] |
| | | | | | | |
KNIFE (DX-4, Main-Gauche-3, or Shortsword-3) |
Dagger | thr-1 imp | C | -1 | $20 | 0.25 | 5 | [1] |
Katar | sw-3 cut | C, 1 | -1 | $50 | 1 | 6 | [5, 11] |
or | thr+1 imp | C | -1 | – | – | 6 | [3] |
Kukri | sw-1 cut | C, 1 | 0 | $50 | 1.5 | 7 | |
or | thr-1 imp | C | 0 | – | – | 7 | |
Large Knife | sw-2 cut | C, 1 | -1 | $40 | 1 | 6 | |
or | thr imp | C | -1 | – | – | 6 | [1] |
Long Knife | sw-1 cut | C, 1 | 0 | $120 | 1.5 | 7 | |
or | thr imp | C, 1 | 0 | – | – | 7 | |
Main-Gauche | sw-3 cut | C, 1 | 0 | $50 | 1.25 | 6 | [5] |
or | thr imp | C | 0 | – | – | 6 | |
Short Baton | sw-1 cr | C, 1 | -1 | $10 | 0.5 | 5 | |
or | thr cr | C | -1 | – | – | 5 | |
Small Knife | sw-3 cut | C, 1 | -1 | $30 | 0.5 | 5 | |
or | thr-1 imp | C | -1 | – | – | 5 | [1] |
Stiletto | thr-1 imp | C | -1 | $20 | 0.25 | 5 | [3] |
Wooden Stake | thr(0.5) imp | C | -1 | $4 | 0.5 | 5 | [1] |
| | | | | | | |
KUSARI (DX-6, Two-Handed Flail-4, or Whip-3) |
Kusari | sw+2 cr | 1-4* | -2U | $70 | 5 | 11 | [7, 9] |
or | thr+2 cr | 1-4* | -2U | – | – | 11 | [7, 9] |
| | | | | | | |
POLEARM (DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4) |
Dueling Glaive | sw+2 cut | 1, 2* | 0U | $80 | 6 | 9 | |
or | thr+3 imp | 1, 2* | 0 | – | – | 9 | |
Dueling Halberd | sw+4 cut | 1, 2* | 0U | $120 | 10 | 12 | |
or | sw+3 imp | 1, 2* | 0U | – | – | 12 | [2] |
or | thr+3 imp | 1, 2* | 0 | – | – | 11 | |
Glaive | sw+3 cut | 2, 3* | 0U | $100 | 8 | 11 | |
or | thr+3 imp | 1-3* | 0U | – | – | 11 | |
Halberd | sw+5 cut | 2, 3* | 0U | $150 | 12 | 13 | |
or | sw+4 imp | 2, 3* | 0U | – | – | 13 | [2] |
or | thr+3 imp | 1-3* | 0U | – | – | 12 | |
Monk’s Spade | sw+1 cut | 1, 2* | 0U | $100 | 6 | 9 | |
or | sw+2 cr | 1, 2* | 0U | – | – | 9 | |
or | thr+2 cut | 1, 2* | 0 | – | – | 9 | |
Naginata | sw+2 cut | 1, 2* | 0U | $100 | 6 | 9 | |
or | thr+3 imp | 2 | 0 | – | – | 9 | |
Pollaxe | sw+4 cr | 1, 2* | 0U | $120 | 10 | 12 | |
or | sw+3 imp | 1, 2* | 0U | – | – | 12 | [2] |
or | thr+3 imp | 1, 2* | 0 | – | – | 11 | |
| | | | | | | |
RAPIER (DX-5, Broadsword-4, Main-Gauche-3, Saber-3, or Smallsword-3) |
Edged Rapier | sw cut | 1, 2 | 0F | $1,000 | 3 | 10 | |
or | thr+1 imp | 1, 2 | 0F | – | – | 10 | |
Light Edged Rapier | sw‑1 cut | 1 | 0F | $700 | 2.25 | 8 | |
or | thr+1 imp | 1 | 0F | – | – | 8 | |
Light Rapier | thr+1 imp | 1 | 0F | $400 | 2 | 8 | |
Rapier | thr+1 imp | 1, 2 | 0F | $500 | 2.75 | 9 | |
| | | | | | | |
SABER (DX-5, Broadsword-4, Main-Gauche-3, Rapier-3, Shortsword-4, or Smallsword-3) |
Saber | sw-1 cut | 1 | 0F | $700 | 2 | 8 | |
or | thr+1 imp | 1 | 0F | – | – | 8 | |
| | | | | | | |
SHIELD (DX-4 or other Shield at -2) |
Shield Bash | thr cr | 1 | No | var. | var. | – | |
Shield Bash w. Spike | thr+1 cr | 1 | No | +$20 | 5 | – | |
| | | | | | | |
SHORTSWORD (DX-5, Broadsword-2, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, or Tonfa-3) |
Baton | sw cr | 1 | 0 | $20 | 1 | 6 | |
or | thr cr | 1 | 0 | – | – | 6 | |
Cutlass | sw cut | 1 | 0 | $500 | 2 | 8 | [5] |
or | thr+1 imp | 1 | 0 | – | – | 8 | |
Falchion | sw+1 cut | 1 | 0 | $400 | 3 | 10 | |
or | thr‑2 imp | 1 | 0 | – | – | 10 | |
Large Katar | sw‑1 cut | 1 | 0 | $400 | 2 | 8 | [5, 11] |
or | thr+2 imp | 1 | 0 | – | – | 8 | [3] |
Long Knife | sw‑1 cut | 1 | 0 | $120 | 1.5 | 7 | |
or | thr imp | C, 1 | 0 | – | – | 7 | |
Short Baton | sw‑1 cr | C, 1 | -1 | $10 | 0.5 | 5 | |
or | thr cr | C | -1 | – | – | 5 | |
Shortsword | sw cut | 1 | 0 | $400 | 2 | 8 | |
or | thr+1 imp | 1 | 0 | – | – | 8 | |
Small Falchion | sw cut | 1 | 0 | $200 | 2 | 8 | |
or | thr-2 imp | 1 | 0 | – | – | 8 | |
| | | | | | | |
SMALLSWORD (DX-5, Main-Gauche-3, Rapier-3, Saber-3, or Shortsword-4) |
Dress Smallsword | thr imp | C, 1 | 0F | $300 | 1 | 5 | |
Short Staff | sw cr | 1 | 0F | $20 | 1 | 6 | |
or | thr cr | 1 | 0F | – | – | 6 | |
Smallsword | thr+1 imp | 1 | 0F | $400 | 1.5 | 5 | |
| | | | | | | |
SPEAR (DX-5, Polearm-4, or Staff-2) |
Heavy Spear | thr+4 imp | 2, 3* | 0U | $90 | 6 | 11 | |
or | thr+3 cut | 3 | 0U | – | – | 11 | |
Javelin | thr+1 imp | 1 | 0 | $30 | 2 | 6 | [1] |
Long Spear | thr+2 imp | 2, 3* | 0U | $60 | 5 | 11 | |
two hands | thr+3 imp | 2, 3* | 0 | – | – | 10 | |
Pike | thr+3 imp | 4, 5* | 0U | $80 | 13 | 12 | |
Short Spear | thr+1 imp | 1 | 0 | $30 | 2 | 6 | |
or | thr cut | 1 | 0 | – | – | 6 | |
Spear | thr+2 imp | 1* | 0 | $40 | 4 | 10 | [1] |
two hands | thr+3 imp | 1, 2* | 0 | – | – | 9 | |
Trident | thr+3(0.5) imp | 1* | 0U | $80 | 5 | 11 | [12] |
two hands | thr+4(0.5) imp | 1, 2* | 0 | – | – | 10 | [12] |
| | | | | | | |
STAFF (DX-5, Polearm-4, or Spear-2) |
Jo | sw+1 cr | 1 | 2 | $10 | 2 | 6 | |
or | thr+1 cr | 1 | 2 | – | – | 6 | |
Long Staff | sw+2 cr | 2, 3 | 2 | $15 | 5 | 10 | |
or | thr+2 cr | 2, 3 | 2 | – | – | 10 | |
Polearm | sw+2 cr | 1, 2 | 0U | var. | var. | var. | Blunt pole [13] |
or | thr+2 cr | 1, 2 | 0 | – | – | var. | Blunt tip [13] |
Quarterstaff or Bo | sw+2 cr | 1, 2 | 2 | $10 | 4 | 7 | |
or | thr+2 cr | 1, 2 | 2 | – | – | 7 | |
| | | | | | | |
TONFA (DX-5 or Shortsword-3) |
Tonfa | sw cr | 1 | 0 | $40 | 1.5 | 7 | [11] |
or | thr cr | C, 1 | 0 | – | – | 7 | |
| | | | | | | |
TWO-HANDED AXE/MACE (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4) |
Combat Shovel | sw+2 cut | 1 | 0U | $100 | 5 | 11 | [14] |
or | sw+2 cr | 1 | 0U | – | – | 11 | |
Great Axe | sw+4 cut | 1, 2* | 0U | $100 | 8 | 12 | |
Humongous Club | sw+6 cr | 1, 2* | 0U | $100 | 15 | 16 | |
Long Axe | sw+3 cut | 1, 2* | 0U | $75 | 6 | 11 | |
Maul | sw+5 cr | 1, 2* | 0U | $80 | 12 | 13 | |
Scythe | sw+3 cut | 1 | 0U | $15 | 5 | 11 | |
or | sw+1 imp | 1 | 0U | – | – | 11 | [2] |
Warhammer | sw+4 imp | 1, 2* | 0U | $100 | 7 | 12 | [2, 3] |
| | | | | | | |
TWO-HANDED FLAIL (DX-6, Flail-3, Kusari-4, or Two-Handed Axe/Mace-4) |
Flail | sw+4 cr | 1, 2* | 0U | $100 | 8 | 13 | [7] |
| | | | | | | |
TWO-HANDED SWORD (DX-5 or Broadsword-4) |
Bastard Sword | sw+2 cut | 1, 2 | 0 | $750 | 5 | 10 | |
or | thr+3 imp | 2 | 0 | – | – | 10 | |
Greatsword | sw+3 cut | 1, 2 | 0 | $900 | 7 | 12 | |
or | thr+3 imp | 2 | 0 | – | – | 12 | |
Jo | sw+1 cr | 1 | 0 | $10 | 2 | 8 | |
or | thr+1 cr | 1 | 0 | – | – | 8 | |
Katana | sw+2 cut | 1, 2 | 0 | $650 | 5 | 10 | |
or | thr+1 imp | 1 | 0 | – | – | 10 | |
Longsword | sw+1 cut | 1 | 0 | $700 | 4 | 9 | |
or | thr+3 imp | 1, 2 | 0 | – | – | 9 | |
Naginata | sw+3 cut | 2 | 0U | $100 | 6 | 9 | |
or | thr+3 imp | 2 | 0 | – | – | 9 | |
Quarterstaff or Bo | sw+2 cr | 1, 2 | 0 | $10 | 4 | 9 | |
or | thr+1 cr | 2 | 0 | – | – | 9 | |
| | | | | | | |
WHIP (DX-5 or Kusari-3) |
Bullwhip | sw-5(0.5) cr | 1-7* | -2U | $20/yd. | 0.5/yd. | var. | [9, 15] |
Spiked Whip | sw-2(0.5) cr | 1-7* | -2U | $20/yd. | 2/yd. | var. | [9, 15] |
Notes
[1] Can be thrown. See the Ranged Weapons Table (pp. 103-105).
[2] May get stuck; see Picks (Exploits, p. 39).
[3] Specifically designed to target chinks in armor (Exploits, p. 37). Reduce the penalty for this by ‑2.
[4] Armed or unarmed, this attack receives damage bonuses for whichever of Boxing (p. 93), Brawling (pp. 93-94), or Karate (p. 94) is used to deliver it. Claws, like those of catfolk, don’t affect damage with blows assisted by gauntlets, boots, or weapons.
[5] Gives the hand (only) DR 4. A cestus is a glove, mutually exclusive with other gloves. In all other cases, this is a metal hilt; DR is cumulative with that of gloves, but the hilt is too cramped to accommodate metal gauntlets. This counts as a basket hilt.
[6] If you miss with a kick, roll vs. DX to avoid falling.
[7] Attempts to parry flails and kusaris are at ‑4; knives and fencing weapons (“F” parry) can’t parry at all! Attempts to block such weapons are at ‑2.
[8] A rope garrote; a wire one costs $10. See Garrotes (Exploits, p. 39).
[9] Gets +2 to disarm when wielded with this skill; see Attacking Weapons (Exploits, p. 37).
[10] Improved disarm on your turn after a parry; see Swords (p. 81).
[11] Use Boxing, Brawling, or Karate parry if better than weapon parry.
[12] Tridents are awkward and always have ‑2 to hit, but there’s no additional ‑2 for attacking to disarm; see Attacking Weapons (Exploits, p. 37). The many points give the target ‑1 to Dodge, +1 to Block or Parry.
[13] The butt of a dueling glaive, dueling halberd, naginata, or pollaxe used as a staff. Cost, weight, and ST are as listed for the weapon under the Polearm skill.
[14] Fully functional as a digging shovel. Used by gravedigging undead-slayers.
[15] Specify maximum reach (1-7 yards) when bought. Cost and weight are per yard. The bullwhip requires ST 3, +1 per yard. The spiked whip requires ST 5, +1 per yard. Many special rules apply; see Whips (Exploits, p. 39).
RANGED WEAPON TABLES
Weapon | Damage | Acc | Range | Weight | Shots | Cost | ST | Bulk | Notes |
---|
BLOWPIPE (DX-6) |
Blowpipe | 1d-3 pi- | 1 | x4 | 1/0.05 | 1(2) | $30 | 2 | -6 | [1, 2] |
| | | | | | | | | |
BOLAS (No default) |
Bolas | thr-1 cr | 0 | x3 | 2 | T(1) | $20 | 7 | -2 | [3] |
| | | | | | | | | |
BOW (DX-5) |
Composite Bow | thr+3 imp | 3 | x20/x25 | 4/0.1 | 1(2) | $900 | 10 | -7 | |
Longbow | thr+2 imp | 3 | x15/x20 | 3/0.1 | 1(2) | $200 | 11 | -8 | |
Regular Bow | thr+1 imp | 2 | x15/x20 | 2/0.1 | 1(2) | $100 | 10 | -7 | |
Short Bow | thr imp | 1 | x10/x15 | 1.5/0.1 | 1(2) | $50 | 7 | -6 | |
| | | | | | | | | |
CROSSBOW (DX-4) |
Composite crossbow | thr+5 imp | 4 | x25/x30 | 7/0.06 | 1(4) | $950 | 8 | -6 | |
Crossbow | thr+4 imp | 4 | x20/x25 | 6/0.06 | 1(4) | $150 | 7 | -6 | |
Pistol crossbow | thr+2 imp | 1 | x15/x20 | 4/0.06 | 1(4) | $150 | 7 | -4 | [2] |
Prodd | thr+4 pi | 2 | x20/x25 | 6/0.06 | 1(4) | $150 | 7 | -6 | |
| | | | | | | | | |
LASSO (No default) |
Lariat | spec. | 0 | 10 | 3 | T(2) | $40 | 7 | -2 | [3] |
| | | | | | | | | |
NET (Cloak-5) |
Large Net | spec. | 1 | spec. | 20 | T(1) | $40 | 11 | -6 | [2, 3, 4] |
Melee Net | spec. | 1 | spec. | 5 | T(1) | $20 | 8 | -4 | [3, 4] |
| | | | | | | | | |
SLING (DX-6) |
Heavy Sling | sw+2 cr | 1 | x3/x6 | 1/1 | 1(2) | $20 | 8 | -5 | |
Sling | sw pi | 0 | x6/x10 | 0.5/0.05 | 1(2) | $20 | 6 | -4 | [2] |
Staff Sling | sw+1 pi | 1 | x10/x15 | 2/0.05 | 1(2) | $20 | 7 | -6 | |
| | | | | | | | | |
SPEAR THROWER (DX-5 or Thrown Weapon (Spear)-4) |
Atlatl | – | – | – | 1 | 1(1) | $20 | – | – | [2] |
with Dart | sw-1 imp | 1 | x3/x4 | 1 | – | $20 | 5 | -3 | [5] |
with Javelin | sw+1 imp | 3 | x2/x3 | 2 | – | $30 | 6 | -4 | [5] |
Woomera | – | – | – | 2 | 1(1) | $40 | – | – | [2] |
with Spear | sw+3 imp | 2 | x1.5/x2 | 4 | – | $40 | 9 | -6 | [5] |
| | | | | | | | | |
THROWN WEAPON (AXE/MACE) (DX-4) |
Hatchet | sw cut | 1 | x1.5/x2.5 | 2 | T(1) | $40 | 8 | -2 | [6] |
Mace | sw+3 cr | 1 | x0.5/x1 | 5 | T(1) | $50 | 12 | -4 | |
Small Mace | sw+2 cr | 1 | x1/x1.5 | 3 | T(1) | $35 | 10 | -3 | |
Small Throwing Axe | sw+1 cut | 1 | x1/x1.5 | 3 | T(1) | $50 | 10 | -3 | [6] |
Throwing Axe | sw+2 cut | 2 | x1/x1.5 | 4 | T(1) | $60 | 11 | -3 | [6] |
| | | | | | | | | |
THROWN WEAPON (DART) (DX-4 or Throwing-2) |
Throwing Dart | thr imp | 1 | x2.5/x3.5 | 1 | T(1) | $20 | 6 | -2 | |
| | | | | | | | | |
THROWN WEAPON (DISC) (DX-4 or Throwing-2) |
Light Shield | thr+2 cr | 2 | x4/x6 | 1 | T(1) | 6 | -3 | [7] | |
Small Shield | thr+2 cr | 2 | x1/x3 | 1 | T(1) | 8 | -4 | [7] | |
| | | | | | | | | |
THROWN WEAPON (HARPOON) (DX-4 or Thrown Weapon (Spear)-2) |
Harpoon | thr+5 imp | 2 | x1/x1.5 | 6 | T(1) | $60 | 11 | -6 | [8] |
| | | | | | | | | |
THROWN WEAPON (KNIFE) (DX-4) |
Dagger | thr-1 imp | 0 | x0.5/x1 | 0.25 | T(1) | $20 | 5 | -1 | |
Large Knife | thr imp | 0 | x0.8/x1.5 | 1 | T(1) | $40 | 6 | -2 | [9] |
Large Throwing Knife | thr imp | 1 | x1/x2 | 1 | T(1) | $40 | 6 | -1 | |
Sai | thr imp | 0 | x0.8/x1.5 | 1.5 | T(1) | $60 | 7 | -3 | |
Small Knife | thr-1 imp | 0 | x0.5/x1 | 0.5 | T(1) | $30 | 5 | -1 | |
Small Throwing Knife | thr-1 imp | 1 | x0.8/x1.5 | 0.5 | T(1) | $30 | 5 | 0 | [9] |
Wooden Stake | thr(0.5) imp | 0 | x0.5/x1 | 0.5 | T(1) | $4 | 5 | -2 | |
| | | | | | | | | |
THROWN WEAPON (SHURIKEN) (DX-4 or Throwing-2) |
Spike Shuriken | thr-2 imp | 1 | x0.5/x1 | 0.1 | T(1) | $3 | 5 | 0 | |
Star Shuriken | thr-1 cut | 1 | x0.5/x1 | 0.1 | T(1) | $3 | 5 | 0 | |
| | | | | | | | | |
THROWN WEAPON (SPEAR) (DX-4, Spear Thrower-4, or Thrown Weapon (Harpoon)-2) |
Javelin | thr+1 imp | 3 | x1.5/x2.5 | 2 | T(1) | $30 | 6 | -4 | |
Spear | thr+3 imp | 2 | x1/x1.5 | 4 | T(1) | $40 | 9 | -6 | |
| | | | | | | | | |
THROWN WEAPON (STICK) (DX-4) |
Boomerang | sw cr | 2 | x6/x10 | 1 | T(1) | $20 | 6 | -2 | |
Notes
[1] Usually poisoned (Poisons, pp. 115-116), but must penetrate DR to deliver poison.
[2] Requires two hands to ready, but only one hand to attack.
[3] May entangle or ensnare target; see Special Rules for Thrown Weapons (Exploits, pp. 43-45).
[4] A net has no 1/2D Range. Max Range is (ST/2 + Skill/5) for a large net and (ST + Skill/5) for a melee net; round down. A melee net can also be held and used as a melee weapon with reach 1, 2.
[5] An atlatl hurls standard throwing darts or javelins; a woomera hurls standard spears. Compare the Thrown Weapon (Dart) and Thrown Weapon (Spear) listings.
[6] Dedicated throwing axes and hatchets that lack proper handles cost $10 less, but give -2 to skill as melee weapons (and thus -1 to Parry).
[7] Shield must having the Throwing Quality.
[8] Tethered. See Harpoons (Exploits, p. 44).
[9] In melee combat, small and large throwing knives work, respectively, as small and large knives, but give -2 to skill (and thus -1 to Parry on top of the usual -1 to Parry for knives).
AMMUNITION TABLES
Weapon | Projectile | Cost | Weight | Per Pound | Notes |
Blowpipe | Dart | $0.10 | 0.05 | 20 ($2) | [1] |
Bow (any) | Arrow | $2 | 0.1 | 10 ($20) | |
Crossbow (any) | Bolt | $2 | 0.06 | 16 ($32) | |
Heavy Sling | Shaped Rock | $1 | 1 | 1 ($1) | |
| Unshaped Rock | $0 | 1 | 1 ($0) | [2] |
Prodd | Lead Pellet | $0.10 | 0.06 | 16 ($1.60) | |
Sling or Staff Sling | Lead Bullet | $0.10 | 0.06 | 16 ($1.60) | [3] |
| Shaped Stone | $0.05 | 0.05 | 20 ($1) | |
| Unshaped Stone | $0 | 0.05 | 20 ($0) | [2] |
Notes
[1] Usually poisoned. Add the cost of one dose of poison per dart.
[2] Ordinary rocks and stones can be found almost anywhere (in combat, make a Scrounging roll), but are less accurate: ‑1 to hit.
[3] Lead bullets give +1 damage and double range.
Bodkin Point: Narrow, hardened point for piercing armor. Changes damage type to piercing and adds an armor divisor of (2), halving the target’s DR. Cost and weight are unchanged.
Cutting Point: Broad, edged points for slicing and dicing from afar. Changes damage type to cutting. Cost and weight are unchanged.
Flaming: Oil-soaked bundle behind the head of any regular, bodkin, or cutting arrow or bolt. Takes a Ready maneuver to ignite before use (assuming you have flame!). Must be fired within three seconds of ignition. Clumsy in flight (‑2 to hit), but does one point of burning damage as a follow-up; see Follow-Ups (Exploits, p. 56). Add $2 after any cost factors; no appreciable effect on weight.
Weapon Modifiers
Fist Load: Blackjack, brass knuckles, or cestus.
Melee Weapon: Any weapon on the Melee Weapons Table (pp. 98-103).
Metal Weapon: Any melee weapon, thrown weapon, or projectile capable of cutting, impaling, or piercing damage, save for a rock or wooden stake. Brass knuckles, bullets, juttes, kusaris, maces, morningstars, mauls, and pellets also have enough metal to count.
Projectile: Anything in Pass the Ammunition! (p. 104) but an unshaped rock or stone.
Stick: Any atlatl, baton, boomerang, club, jo, staff, stake, or woomera.
Thrown Weapon: Anything on the Ranged Weapons Table (pp. 103-105) with Shots “T.”
Improvised weapons can’t have modifiers – though random items can still be made by dwarves, made of silver, etc.
Each modifier has a cost factor (CF). Modifiers are “stackable” except as noted. To find final weapon cost, add CF for the chosen modifiers and then multiply the weapon’s list cost by (1 + total CF).
(Some of these rules are taken from Low-Tech Companion 2 "Weapon Design", some from DF 11 Treasure tables, the rest from DFRPG Adventurers.)
Aspergillum: Any mace can be modified so it sprays holy water as it strikes, without losing damage. Itmust be filled prior to combat, and can hold a single bottle of holy water. After each attack, roll 1d; on a 1 the holy water has been exhausted. It can also be vigorously shaken to sprinkle the holy water over an area. Doing so requires 1d seconds, and spreads the water over an equal number of hexes, completely exhausting the holy water within the Aspergillum. +3 CF
Axe Head: A swung, hafted weapon can have an axe head behind its striking head. This inflicts cutting damage. On a swung impaling weapon (e.g., pick), this is at +1 relative to its impaling attack. On a swung crushing weapon, this is at -1 with respect to its crushing attack. On an axe, simply use the listed damage for either head! An axe with two heads is “double-bitted.” The second head is mostly useful if the first one breaks; on a “broken weapon” result from a critical failure, only one blade breaks and the weapon can still be used. Turning it to use the backup head is a free action. Base cost is +$30.Weight is +1 lb. Applicability: Swung, hafted weapons.
Armor-Piercer: The weapon is optimized for penetrating armor. Its impaling attack gets -1 to basic damage but gains an armor divisor of (2). If it has multiple impaling attack modes, some or all of the heads may be so designed. Decide this when the weapon is forged; it doesn’t affect cost. For swords and knives with this modification, change any cutting attack to crushing; other weapons are unaffected. CF is +3 for arrows, swords, knives, and other blades; +9 for all other weapons. No other stats change. Applicability: Melee or thrown weapons, or missiles, capable of impaling damage.
Balanced*: +1 to skill with a melee or thrown weapon, or a projectile – or +1 Acc for a blowpipe, bow, or crossbow. Off limits for fist loads and sticks. Any allowed weapon: +4 CF.
Barbs: Harpoons and war arrows are normally barbed at no extra cost. Certain other impaling weapons can be made barbed. Such barbs are generally raked cut-outs, not extra bits that stick out and reduce penetration. They don’t affect damage – but pulling the weapon out requires a ST roll and inflicts half the injury it caused going in, like a pick (see pp. B405-406). These rules don’t apply when using the barbed weapon for a non-impaling attack (like the Tip Slash described in GURPS Low-Tech and Martial Arts). Base cost is +$60. No effect on other stats. Applicability: Spears; polearms with spear points.
Bow-Harp: A bow that can be used as either a weapon or a harp on any given turn. Used by bards. Adds 1.5 lbs. to bow weight. Any bow (not crossbow): +5 CF. Climber’s: Blade, prong, and/or handle design lets you climb with the weapon ready. Gives +1 to Climbing skill (a pair still gives just +1). Any hatchet, jutte, pick, sai, sickle, tonfa, or one-handed axe: +4 CF.
Butt Spike: Melee weapons with long shafts can have butt spikes. These come in two varieties. Either disrupts the weapon’s balance for throwing: -2 to hit when hurling it. The first version is a metal shoe that facilitates planting the shaft in the ground. When delivering a butt strike, treat the weapon as a quarterstaff; the spike doesn’t do impaling damage, but does give +1 to crushing damage from a thrust. Base cost is +$10. No effect on other stats. Applicability: Spears; hafted weapons; polearms. The second version is a small spear point, allowing a butt strike for impaling damage, at -1 relative to the weapon’s usual thrusting damage. Base cost is +$20. No effect on other stats. Applicability: Spears; polearms.
For iron-shod staffs, see Flanges, Spikes, or End Caps (below).
Chain: A weapon with a thin cord can be made with a chain instead, removing the thin cord vulnerability; see Breakage When Attacked (p. 22). For a bolas made with weighted metal chains, stats are unchanged – metal is pricier and denser than cord and wood, but there’s much less of it. For other weapons, base cost is +$20 and weight is +0.5 lb. Applicability: Bola perdida; bolas; nunchaku; thonged club.
Cheap: +2 to odds of breakage (see p. B376). All weapons: -0.6 CF.
Dragonbone: Instead of wood for shafts and handles, weapons may be made with hard, lightweight, alchemically treated dragonbone, which is as durable as orichalcum. Dragonbone weapons and projectiles don’t break, and other weapons have a +2 chance of breaking when parrying a heavy dragonbone one. Dragon bone isn’t flexible, so bows may not be made from it. Wooden weapons: +24 CF.
Dwarven: Changes a Parry of 0U to 0, letting a weapon that can’t normally parry and attack on the same turn do just that. Doesn’t prevent the weapon from becoming unready after attacking ( on ST). Any unbalanced melee weapon: +4 CF.
Elven: Lets a bow shoot at +2 to ST for range and damage purposes; e.g., a ST 11 elf could draw a ST 13 bow. Any bow (not crossbow): +16 CF.
Falchion: This modification redesigns a sword or a knife into a heavier variant used primarily for cutting and chopping. The option is named for the shortsword version. Starting with a non-falchion blade of a given type, apply +1 to swing damage but -1 to thrust damage. Falchions of broadsword size or higher are unbalanced; add a U to their Parry stat. CF is +0.25. Weight is +50%. Find the weapon’s new ST stat from its final weight (see Determining Weapon ST Table below). Applicability: Knives; swords.
Fine: ‑1 to odds of breakage (Parrying Heavy Weapons, Exploits, p. 49) and +1 to cutting and impaling damage for a melee or thrown weapon, or a projectile – or +20% to 1/2D and Max for a blowpipe, bow, or crossbow. Projectiles, and crushing- or impaling-only melee or thrown weapons: +2 CF. Fencing weapons (p. 81), swords (pp. 81-82), blowpipes, bows, and crossbows: +3 CF. Other cutting melee or thrown weapons: +9 CF.
Flanges, Spikes, or End Caps: Blunt, hafted weapons such as clubs, mauls, round maces, and sticks may be given flanges or multiple small spikes – in game terms, the two features are equivalent. These give +1 to crushing damage when swinging or thrusting. Base cost is +40%. No effect on other stats. Applicability: Hafted crushing weapons.
Most TL2+ maces, flails, and polearms with crushing attacks are already flanged or spiked. Unflanged versions of typically flanged weapons do -1 crushing damage. CF is -0.3. Applicability: Flails; maces other than round ones; morningstars; polearms. Wooden staffs typically have end caps to increase striking damage. Weapon stats on tables already account for these. Staffs may lack these, for -1 to swinging and thrusting damage, -$5 base cost, and -1 lb. weight. Applicability: Staffs.
Handles
Long: Any hafted or pole weapon can have a longer handle. This is most common on spears for massed battlefield use – simply use the stats for a long spear or a pike, as length dictates.
For longer polearms, an additional yard of length gives +1 to swing damage and +1 to Reach, but adds a turn of ready time after an attack. CF is +0.33. Weight is +33%. Base ST on the weapon’s new weight (see Determining Weapon ST, pp. 15-16). Applicability: Polearms.
For longer axes and maces, an additional yard of length gives +1 to swing damage and +1 to Reach. A weapon that isn’t already unbalanced gets a U on its Parry stat. CF is +0.5. Weight is +50%. Find ST from the new weight. Applicability: Axes; maces; picks. A long handle can be retrofitted to existing weapon.
Short: The three-yard polearms in the GURPS Basic Set are for formation fighting; such lengths are necessary to strike at a foe held at bay by pikes. Shorter versions are better-suited to self-defense. Short polearms get -1 to swing damage and -1 to Reach (minimum Reach 1). Subtract a flat $20 from base cost and 2 lbs. from base weight. Find ST from the weapon’s new weight (see Determining Weapon ST, pp. 15-16). They no longer become unready after a swing, and can parry on the same turn as a thrust (no U on Parry in that case). They still require two hands, and call for a Ready to adjust Reach. Applicability: Polearms with Reach 3+.
A short handle can be retrofitted to existing weapon. Dueling polearms are already shortened in this fashion and can’t be shortened further!
Hilts
Adding: A hilt on a weapon that normally lacks one gives +1 to Parry but -1 to Holdout. This also changes the weapon’s balance; the user fights at -2 to skill until he has familiarized himself with the thing (see Familiarity, p. B169). CF is +0.25. Weight is +0.25 lb. Applicability: Hafted weapons (axes, flails, maces, etc.); polearms; sticks. Staffs can have hilts, but the reduced ability to move the hands around for better leverage and position offsets the +1 to Parry, resulting in an unchanged Parry statistic.
Removing: Removing the hilt from a weapon that normally has one gives -1 to Parry but +1 to Holdout (hiltless weapons are easier to conceal!). CF is -0.25.Weight is -0.25 lb., except for weapons that weigh less than 1 lb., which don’t change in weight because their hilts are too small to affect overall weight significantly. Applicability: Knives (but not dedicated throwing knives, which already lack a hilt); swords.
Basket: A basket hilt is a metal guard on a weapon’s hilt that wraps around and protects the wielder’s hand. The hand gets DR 4, cumulative with glove DR – although the hilt is too cramped for metal gauntlets. The guard also gives +1 to punching damage. The change in the weapon’s balance and feel gives the user -2 to skill until he familiarizes himself it (see Familiarity, p. B169). CF for an enclosed hilt (hand DR always applies) is +0.25; weight is +0.25 lb. CF for an open-frame or partial basket hilt (DR applies on 1-3 on 1d) is still +0.25; however, weight is unchanged. Stats for weapons that include a basket hilt already reflect this. Applicability: Anything with a hilt.
Hammer Head: A swung, hafted cutting or impaling weapon can have a hammer head behind its striking head. Damage is that of its usual swinging attack, but crushing. Base cost is +$25. Weight is +0.5 lb. Applicability: Swung, hafted cutting or impaling weapons.
Hook: A swung weapon – even a sword! – can have a small hook to enable the Hook technique (see GURPS Martial Arts). Hooking inflicts thrust-2 cutting for a one-handed weapon, thrust-1 for a two-handed one. The hook can be blunt in order to snag victims without causing damage, but this is no cheaper. Base cost is +$25. No effect on other stats. Applicability: Swung weapons.
Kusari, Two-Yard: A weapon with Reach 1+ can have a short kusari (weighted chain) attached. Use the stats on p. B272, but Reach is only 1, 2*. It goes on the head or butt of an impact or pole weapon, on the pommel of a club or sword (to put it inside another weapon, see Hidden Weapons in GURPS Martial Arts). The wielder may use his weapon normally or swing the chain using the Kusari skill. A butt- or pommel-mounted kusari makes the weapon two-handed, if it wasn’t already; one hand controls the chain at all times. A head-mounted kusari may be used one-handed, but the wielder can use only the kusari or the base weapon at any given time – choose each turn. Base cost is +$40. Weight is +2.5 lbs. Applicability: Weapons with Reach 1+.
Kusari, Four-Yard: As above, but the kusari is full-sized (Reach 1-4*) and always used two-handed. Base cost is +$80. Weight is +5 lbs.
Meteoric: Meteoric iron is immune to magic – Bladeturning, Missile Shield, Steelwraith, and so on won’t stop it, and Making and Breaking spells can’t destroy it. It can’t be magical, compose a power item, or benefit from weapon-enhancing spells or magical repairs. Any metal weapon: +19 CF.
Orichalcum: Orichalcum weapons won’t break. Non-orichalcum weapons have +2 to odds of breakage when parrying heavy orichalcum ones. Any metal weapon: +29 CF.
Ornate: Jewels, gold, etc. Improves reactions from buyers (and gullible hirelings!). All weapons except projectiles and sticks: +1 to reactions for +1 CF, +2 for +4 CF, or +3 for +9 CF.
Poorly Balanced*: -1 to skill with any melee weapon, thrown weapon, or projectile, or -1 Acc for a missile weapon: -0.6 CF.
Poison Metal: A dangerous, eldritch alloy, poison metal has the same effect as poisonwood on its targets, but it is also dangerous to its owner. For every week an adventurer has a poison metal in his possession (even if he doesn’t actually use it), make a roll against HT-2. On a failed roll, he loses a point of HT. HT lost to possession of poison metal is recovered at one point per week after he has gotten rid of all of his poison-metal items. Any metal +49.
Poisonwood: Spears, arrows, and wooden stakes may be made from this toxic wood. It acts as a follow-up agent with a five-minute delay and a HT+2 roll to resist. It does one point of toxic damage and one point of fatigue damage for six hourly cycles. Impaling wooden +9.
Pick: A swung, hafted crushing or cutting weapon can have a hardened spike at right angles to its haft. Damage is that of its usual swinging attack, but at -1 and impaling. Like any pick, it can get stuck (see p. B405). The weapon also gains the benefits of a hook. Base cost is +$50. Weight is +0.5 lb. Applicability: Swung, hafted crushing or cutting weapons.
Prongs: A non-Jitte/Sai weapon can have prongs added around the head (if a spear or hafted) or just above the handle (if a blade). It may have one large prong or two smaller ones; the effects are identical. Prongs give the wielder +2 in Quick Contests to disarm. There’s no effect on the penalty to hit with a disarm attempt. On a spear, such prongs also prevent enemies from running themselves through to close with you (see Holding a Foe at Bay in GURPS Martial Arts). Base cost is +$50. Weight is +0.5 lb. Applicability: Weapons not used with Jitte/Sai skill.
Sickle: A swung, hafted weapon can have a small sickle head. Damage is equivalent to that of its usual swinging attack, but at -1 and cutting or -2 and impaling. The weapon also gains the benefits of a hook. Base cost is +$30. Weight is +0.5 lb. Applicability: Swung, hafted weapons.
Silver: Metal melee weapons, thrown weapons, or projectiles can be made of solid silver pure enough to exploit monster vulnerabilities, but have +2 to odds of breakage: +19 CF. Silver coating for such weapons doesn’t worsen breakage, but affects monsters less (x2 injury becomes x1.5, x3 becomes x2, and x4 becomes x3): +2 CF.
Spearhead: A hafted weapon can add a small spearhead or spike that does thrust+1 impaling one-handed, thrust+2 two-handed. Base cost is +$20. Weight is +0.5 lb. Applicability: Hafted weapons. A full-sized spearhead does thrust+2 impaling one-handed, thrust+3 two-handed. Base cost is +$30. Weight is +1 lb. Applicability: Hafted weapons.
Some weapons – especially ceremonial polearms – have very long spikes. These add +1 to both minimum and maximum Reach for the thrust impaling attack only. Base cost is +$50. Weight is +0.5 lb. Applicability: Weapons that already have a thrust impaling attack – if necessary, because of an added spearhead.
Any additional spearhead – long or short – can be multitined. A forked or trident head is most common. Multiple tines make the weapon tip-heavy (-2 to hit) and easy to intercept (+1 to Block or Parry vs. thrusting attacks with the tined head), and distribute the force of impact (armor divisor (0.5)), but are tricky to evade (-1 to enemy’s Dodge) and cause a nastier wound (+1 damage). For a full-sized spearhead or a long spike, tines also add a U to the weapon’s Parry statistic. While tines mean more points, each spike is thinner; cost and weight are unchanged.
Spearhead "Leafed"
Any spear, or spear tipped weapon (butt spikes, glaive, halberd, etc), can be given a heavier, 'leafed' tip. This adds +1 damage when performing a Tip Slash (Martial Arts p. 113, Low-Tech pg 62). +1 CF, +1 lbs.
Sylvan: The greatest stick craftsmanship known to elf-kind, has -1 to odds of breakage and can be made fine (+2 CF) for another -1 to odds of breakage. Its density concentrates the force of blows, giving +1 to damage as well! Makes it "Elven". Wooden sticks (batons, light clubs, quarterstaffs, etc.) only: +15 CF.
Tempered Glass: An extremely durable glass-like material made by reclusive elven glaziers. It is exceptionally sharp; cutting or impaling weapons made from tempered glass get +1 damage per die. However, it is as durable as any metal weapon as well as being resistant to acid and electrical attacks. Makes it "Elven". Any cutting +29.
Throwable
Melee weapons may be innately dual-purpose, and also balanced for throwing (e.g., javelin or mace); single-purpose (e.g., axe), but with a dual-purpose variant (in this case, the throwing axe); or exclusively single-purpose, with no throwable variant (e.g., swords and polearms).
A
normally dual-purpose weapon can be balanced only for throwing. Subtract a flat $10 from base cost. It may lack a real handle and possibly any useful grip, like a cruciform throwing axe or a dedicated throwing knife. In melee, this gives -2 to skill. Applicability: Axes; knives.
A
single-purpose melee weapon that’s sometimes balanced for throwing can be had in its dual-purpose variant for an extra $10 to base cost; e.g., an axe costs $50, while a throwing axe is $60.Most such weapons already appear on weapon tables. Use this modifier for melee weapons that you know can be thrown but can’t find listed as such. Applicability: Axes; knives; sticks.
In a
fantasy or cinematic campaign, the GM may allow dual-purpose variants of melee weapons that are never balanced for throwing in reality! CF is +1 for swords, +9 for anything else. Applicability: Any weapon.
In the latter two cases, long weapons (other than spears) are difficult to balance for throwing. Anything with Reach 2+ suffers a penalty equal to (1 - maximum Reach) to ranged attacks, despite being modified for throwing; e.g., a greatsword (Reach 2) made throwable gives 1 - 2 = -1. The long handle modification gives an extra -1. For range, see Throwing the Unthrowable (p. 17). Making the weapon throwable reduces the -4 to hit given there to the above penalties, but doesn’t improve range.
Training Weapons
Training weapons are blunted, less-rigid, padded, and/or made of softer materials. All modifications below are relative to a good quality weapon.
Blunt: A cutting or cut-and-thrust weapon that isn’t sharpened, but could be. Damage type becomes crushing. No other stats change.
Flexible: A thrusting-only weapon made whippy, with a button tip. Treat as a blunt that gets -2 to crushing damage. No other stats change.
Heavy Blunt: An overweight weapon – blunt and unable to take an edge, if bladed – designed to develop the muscles used to control it. Damage becomes crushing, at +1 for swings but -1 for thrusts. Base cost is 20% usual.Weight is +100%. Calculate its ST statistic from its new weight (see Determining Weapon ST, pp. 15- 16). No other stats change.
Padded: A wooden weapon wrapped with cloth or other padding. Damage becomes crushing, at -2 for thrusts and -4 for swings. Base cost is 5% usual. No other stats change.
Ultra-Light: A light, flexible nonmetallic weapon for competition – usually aimed at an armored target to allow full-powered hits without injury. Damage becomes crushing, with an armor divisor of (0.5). Base cost is 5% usual. Weight is -40%. Calculate its ST statistic from its new weight (see Determining Weapon ST, pp. 15-16). No other stats change.
Wooden: A hard wooden version of a metal weapon. Damage becomes crushing but isn’t reduced – such weapons are quite capable of beating someone to death or shattering bones. Sharp-tipped wooden weapons are possible; see Weapon Composition in GURPS Low-Tech. Base cost is 5-10% usual. No other stats change.
Very Fine: ‑2 to odds of breakage; also +2 to damage for any cutting or impaling weapon. Crushing-only melee and thrown weapons: +14 CF. Fencing weapons, knives, and swords: +19 CF. Other melee or thrown weapons, and projectiles: +49 CF.
* Balanced and poorly balanced are mutually exclusive.
Cheap, fine, very fine, and solid silver are mutually exclusive.
Meteoric, dragonbone, orichalcum, poison metal, poison wood, and solid silver are mutually exclusive – although all but solid silver can be silver-coated.
DETERMINING WEAPON ST
Many weapon customization options affect weight. This may alter the weapon’s ST stat. Find its new ST using these rules (which can estimate ST for any hand weapon):
1. Apply weight modifiers to base weight. For example, a 6-lb. weapon with options that add +50% and +0.5 lb. weighs 6 + 3 + 0.5 = 9.5 lbs.
2. For a one-handed weapon, use full weight to find ST. For a two-handed weapon, use 2/3 of its weight. Treat lances as one-handed here.
3. Read ST from the lightest applicable weight bracket on this table:
Effective Weight | ST | Effective Weight | ST |
Less than 1 lb. | 5 | Less than 10 lbs. | 13 |
Less than 2 lbs. | 6 | Less than 12 lbs. | 14 |
Less than 3 lbs. | 8 | Less than 14 lbs. 15 | |
Less than 4 lbs. | 10 | Less than 16 lbs. | 16 |
Less than 6 lbs. | 11 | +2 lbs. | +1 |
Less than 8 lbs. | 12 | | |
SHIELD TABLES
Shield | DB | Cost | Weight | Notes |
CLOAK (DX-5, Net-4, or Shield (any)-4) |
Light Cloak | 1 | $20 | 2 | [1] |
Heavy Cloak | 2 | $50 | 5 | [1] |
| | | | |
SHIELD (DX-4 or other Shield at -2) |
Small Shield | 1 | $40 | 8 | [2, 3] |
Medium Shield | 2 | $60 | 15 | [2, 3] |
Large Shield | 3 | $90 | 25 | [2, 4] |
Notes
[1] Can be used offensively to Feint or grapple at reach C, 1 (but not for a shield bash or rush). A cloak occupies a hand, and a failed block may endanger your arm.
[2] Can be used offensively for a Feint, shield bash (see the Melee Weapons Table, pp. 98-103), or shield rush (Slams, Tramples, and Overruns, Exploits, p. 40). A spike that gives +1 to damage adds $20 to cost and 5 lbs. to weight before shield modifiers.
[3] Also available as a buckler. You can ready a buckler with one Ready maneuver and drop it as a free action, like a weapon – but it occupies a hand, can be dropped, and doesn’t allow a shield rush. Use Shield (Buckler) skill instead of Shield skill. No effect on statistics.
[4] Large shields get in the way: ‑2 to all attacks with the other hand (but not with the shield) unless you have Shield- Wall Training (p. 29). In close combat, apply ‑3 for DB instead, not as well; Shield-Wall Training doesn’t cancel this.
Shield Modifiers
As with weapons, it’s possible to apply modifiers to shields, including bucklers but not cloaks (with one exception). These have cost factors (CF) that affect price according to the rules for weapons: multiply list cost by (1 + total CF).
Alternate Grips: A shield normally has only one type of grip. You can add a second style, enabling you to wield the same shield with Shield or Shield (Buckler). You can even switch between these two grips in combat; this takes a number of Ready maneuvers equal to DB, and the rules to ready that style of grip apply. Base cost is +$20. Weight is +2 lbs.
Balanced: +1 to Shield skill. +4 CF.
Blades: Some small bucklers (e.g., the Indian madu) have one or two knife blades attached to the grip. Attacks with these are somewhat more effective than blows struck with a knife held in the shield hand – a buckler with fixed blades gives only -1 to Knife and Shield (Buckler), not the -2 under Shield-Hand Weapons (Low-Tech Companion 2 p. 19). However, critical failure on a block means the wielder jabs himself with his blade; it inflicts its usual impaling damage on a randomhit location. Cost and weight are simply those of the chosen knives.
Blade-Edged: The edge of the shield is sharpened, if metal, or has a sharpened band attached to it. The user can swing it (roll against Shield at -1) for sw-2 cut. If a throwing shield is also blade-edged, it does cut rather than cr damage. Metallic +14 CF, Nonmetallic: +29 CF.
Boss: The standard shield boss is domed in shape. All of the shields in GURPS Low-Tech include such a boss, but this can be omitted. A shield without a boss gets -1 to shield-bash damage. Base cost is -$25.Weight is -2 lbs. If cost would be $0 or less, or weight would be 0 lbs. or less, then the shield in question is nothing but boss and can’t use this modifier. One can replace a domed boss with a conical one. The point gives +1 to crushing damage in a shield bash (p. B273). Base cost is +$20. Weight is +5 lbs. Adjust HP to match the new weight. Finally, a shield can have a long spike. This, too, gives +1 to shield-bash damage; it also makes the attack impaling. It costs and weighs as much as a conical boss (above), but can get stuck like a pick (p. B405). It’s also damage-prone. Roll 1d after every block attempt; on a 1, the spike breaks off!
Disarming Spikes: This option adds two or more short spikes to the shield’s rim to help catch weapons. On the turn after a successful block, the wielder may attempt to disarm his attacker at +1. Critical failure on a block means that a spike stabs the wielder: 1d-3 impaling damage to a random hit location. Base cost is +$30. Weight is +1 lb. (this doesn’t increase HP).
Dwarven*: Hefty iron instead of wood. Adds +1 damage with a shield bash or rush (cumulative with +1 for a spike) and makes the shield fireproof. Doubles weight! +4 CF.
Fine: Shield has the same DB at only 3/4 of its usual weight. +9 CF.
Lance Cutout: This is a scallop cut into a top corner of a shield. It grants +1 to Lance skill, not cumulative with the bonus for a lancerest (see GURPS Low-Tech). It’s normally used only in tournaments. Base cost is +$30. Other stats are unchanged.
Lantern Hook: A hook attached to the center of a shield for hanging a lantern! Base cost is +$20. Weight is +0.5 lb. (this doesn’t increase HP).
Meteoric*: Resists magic as for the weapon modifier (p. 106), adds +1 damage with a shield bash or rush (cumulative with +1 for a spike), and is fireproof. Doubles weight! +99 CF.
Mirrored: Polished or silvered to reflect gaze attacks. A successful Block against such an attack allows an immediate Shield roll to redirect the curse at anyone within its usual range. If the gaze allows a resistance roll, the target of a reflected gaze resists at +3. Dwarven, meteoric, or orichalcum shields: +2 CF. Other shields: +6 CF.
Orichalcum*: Shield has the same DB at only 2/3 of its usual weight, gives non-orichalcum weapons +2 to odds of breakage when parrying a shield bash or rush, and is fireproof. +149 CF.
Ornate: Also allowed on cloaks. Impresses plebes as for the weapon modifier (p. 106): +1 to reactions for +1 CF, +2 for +4 CF, or +3 for +9 CF.
Throwing: Light or Small. The round shape of the shield is carefully balanced for throwing. See Thrown Shields (below) for stats. +3 CF.
* Dwarven, meteoric, and orichalcum are mutually exclusive.
Weight effects multiply together. A fine dwarven or fine meteoric shield has 1.5 times usual weight; a fine orichalcum one is half usual weight.
This message was last edited by the player at 23:17, Mon 20 June 2022.