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Arms & Armor

Armor, Shields, Helms, and Weapons for Dungeon Crawl Classics

Table of Contents
Armor 2
Table: Armor 2
Light Armor 2
Medium Armor 2
Heavy Armor 3
Armor Accessories 3
Barding & Barding Accessories 3

Optional Rule: Shields & Helms Shall Splinter! 3

Helmets 4
Table: Helmets 4

Shields 5
Table: Shields 5
Light Shields 5
Medium Shields 6
Heavy Shields 6
Tracking Shield AC vs. Foes 6

Weapons 7
Weapon Traits 7
Mighty Deeds of Arms Notations 7
Table: Club-style Weapons 8
Table: Flail-style Weapons 9
Table: Knives 10
Table: Daggers 11
Knife & Dagger Variants 11
Table: Double-edged Swords 12
Table: Single-edged Swords 13
Table: Sword Variants 14
Table: Axes & Hammers 15
Table: Spears 16
Table: Polearms 17
Table: Miscellaneous Weapons 18
Table: Missile & Thrown Weapons 19
Table: Bows 20
Table: Crossbows 21
Table: Special Arrows & Bolts 21

Arms & Armor, 1


Armor
Armor Type​: Unarmored characters roll a d4 Fumble Die. For armored characters, light armor uses a d8, medium armor a
d12, and heavy armor a d16.

Cost​: Note that the cost of armor does not include a helmet in any case.

AC Modifier​: The AC modifier from armor is applied against all attacks except those that occur from high ground, mounted
combatants, and flying creatures (assuming you are not flying). For those situations, your AC is 10 + Agility modifier + the
AC modifier provided by a helm (if any). See ​Helmets​, below.

Check Penalty​: The check penalty applies to checks to climb, jump, balance, swim, move silently, and other such physical
activities. The check penalty also applies to wizard and elf spell checks made while using this kind of armor. Cleric spell
checks are not affected by armor check penalties in this manner. Note that armor manufactured from mithril, adamantine, or
other materials not containing iron may reduce the spell check penalty.

Speed Modiifer​: Apply this modifier to your base speed, based on your race. Humans and elves have a base speed of 30
feet while dwarves and halflings have a base speed of 20 feet.

Fumble Die​: When a fumble occurs, characters wearing heavy armor tend to be affected more significantly because its
weight and construction encumbers them. Armor determines the die used for fumbles, as noted on the table below (refer to
the Combat chapter for more information on fumbles).

Table: Armor

Light Armor
Light Armor Cost AC Modifier Check Penalty Speed Modifier Fumble Die
Padded 10 gp 1 - - d8
Leather 20 gp 2 -1 - d8
Cuir Bouille 30 gp 2 - - d8
Lamellar, wood or bone 40 gp 2 -1 - d6
Studded leather 45 gp 3 -2 - d8

Medium Armor
AC Check Speed
Medium Armor Cost Modifier Penalty Modifier Fumble Die
Hide, leather laminar, non-metal scale, chain shirt 30 gp 3 -3 - d12
Scale, ring or splint mail 80 gp 4 -4 -5 ft d12
Breastplate, brigandine 95 gp 4 -3 -5 ft d12
Chain mail hauberk or breastplate, jazerant, metal
laminar 150 gp 5 -5 -5 ft d12

Arms & Armor, 2


Heavy Armor
Heavy Armor Cost AC Modifier Check Penalty Speed Modifier Fumble Die
Coat of plates, full chain suit 100 gp 5 -4 -5 ft d14
Banded mail 250 gp 6 -6 -5 ft d16
Plate and mail (half-plate) 550 gp 7 -7 -10 ft d16
Plate, full 1200 gp 8 -8 -10 ft d16

Armor Accessories
Armor Accessories Cost AC Modifier Check Penalty Speed Modifier Fumble Die
AC +1 bonus applies if worn under Per primary
Aketon 15 gp armor -1 - armor
Per primary
Gambeson 13 gp AC +1 if worn over armor - -5 ft armor

Barding & Barding Accessories


Barding Cost AC Modifier Check Penalty Speed Modifier Fumble Die
Padded 40 gp 1 - - d8
Leather 80 gp 2 -1 - d8
Splint 120 gp 3 -3 - d12
Scale 240 gp 4 -4 -5 ft d12
Barding Accessories Cost AC Modifier Check Penalty Speed Modifier Fumble Die
AC +1 bonus applies if worn Per primary
Aketon 60 gp under armor -1 - barding

Per primary
Gambeson 50 gp AC +1 if worn over armor - -5 ft barding

Optional Rule: Shields & Helms Shall Splinter!


If you are wearing a helmet or wield a shield, you may choose to negate any single attack. Doing so renders your shield or
helmet useless until you perform significant repairs or replace it entirely. If you wear both a helmet and shield, you choose
which one breaks unless the Judge says otherwise.

Arms & Armor, 3


Helmets
AC Modifier​: Helmet AC modifier only applies to attacks from high ground, mounted opponents, or flying opponents
(assuming you are not also flying). Otherwise, you use your regular AC of 10 + Agility modifier + armor AC modifier.

Check Penalty​: The check penalty noted for helms only applies to perception-based checks, such as spotting an ambush,
searching for traps, or listening for noises beyond a door.

Table: Helmets
Light Helmets Cost AC Modifier Check Penalty Notes

Arming Cap 4 gp 1 0
Kettle hat 7 gp 2 0
Pot-helm 5 gp 2 0
War hat 7 gp 2 0
Medium Helmets Cost AC Modifier Check Penalty Notes
Conical helm 7 gp 3 0
Kabuto 25 gp 3 0 AC +5 with mask
Kulah khud 10 gp 3 0
Morion helm 15 gp 3 0
Attic helm 10 gp 4 0
Burgonet 10 gp 4 0
Coif, mail 15 gp 4 0
Galea (Gallic helm) 10 gp 4 0
Spangenhelm 10 gp 4 0
Valsgarde helm 9 gp 4 -1
Misiurka 12 gp 5 0
Polish hussar 20 gp 5 0
Zischagge 20 gp 5 0
Heavy Helmets Cost AC Modifier Check Penalty Notes
Barbutte 7 gp 5 -2
Sassanian 15 gp 5 -2
Armet 10 gp 6 -2
Corinthian helm 5 gp 6 -2
Bassinet 15 gp 6 -3
Close helm 15 gp 6 -3
Dog-faced bassinet 15 gp 6 -3
Sallet 15 gp 6 -3
Great helm 20 gp 7 -4

Arms & Armor, 4


Shields
AC Modifier​: The AC modifier for a shield is added to your Armor Class in any instance where you are equipped and able to
use the shield, such as when you are paralyzed or restrained. This means that shields -- when equipped -- can apply both to
your regular (body) Armor Class and your helmet (head) Armor Class in most situations.

Check Penalty​: The check penalty applies to checks to climb, jump, balance, swim, move silently, and other such physical
activities. The check penalty also applies to wizard and elf spell checks made while using this kind of armor. Cleric spell
checks are not affected by armor check penalties in this manner. Note that armor manufactured from mithril, adamantine, or
other materials not containing iron may reduce the spell check penalty.

Speed Modiifer​: Apply this modifier to your base speed, based on your race. Humans and elves have a base speed of 30
feet while dwarves and halflings have a base speed of 20 feet.

Fumble Die​: When a fumble occurs, characters bearing larger shields are negatively affected. Apply the Fumble Die
modifier to the die used when rolling on Table 4-2: Fumbles (DCC 80). Where it notes “Total+X,” add X to the fumble dice roll
to get the new total. If there is a “Increase +Xd” notation such as “Increase +1d,” reference the dice chain and use the new
die type (DCC 17).

Table: Shields

Light Shields

Light Shields Cost Size AC Modifier Check Penalty Speed Modifier Fumble Die
Adarga 7 gp 30 inches 1 vs. 3 foes 0 - Total +2
Buckler 2 gp 10 inches 1 vs. 1 foe 0 - -
Heater, wood 5 gp 24 inches 1 vs. 3 foes -1 - Total +2
Kalasag 5 sp 10 inches 1 vs. 1 foe 0 - Total +1
Large, hide 5 gp 24 inches 1 vs. 3 foes -1 - Total +2
Large, metal 20 gp 24 inches 1 -1 - Total +1
Large, wood 7 gp 24 inches 1 vs. 3 foes -1 - Total +2
Medium, hide 3 gp 16 inches 1 vs. 2 foes -1 - Total +1
Medium, wood 5 gp 16 inches 1 vs. 2 foes -1 - Total +1
Pelta 20 gp 24 inches 1 vs. 3 foes 0 - Total +1
Rectangular 10 gp 24 inches 1 vs. 3 foes -1 - Total +1
Round 5 gp 18 inches 1 vs. 3 foes -1 - -
Small, hide 1 gp 12 inches 1 vs. 2 foes -1 - Total +1
Small, metal 9 gp 12 inches 1 vs. 2 foes -1 - -
Small, wood 3 gp 12 inches 1 vs. 2 foes -1 - Total +1
Targe 5 gp 16 inches 1 vs. 2 foes 0 - Total +1
Target 20 gp 24 inches 1 vs. 3 foes -1 - Total +1

Arms & Armor, 5


Medium Shields
Medium
Shields Cost Size AC Modifier Check Penalty Speed Modifier Fumble Die
Aspis 25 gp 36 inches 2 -1 - Total +1
Bilobial 15 gp 36 inches 1 -2 - Increase +1d

Dipylon 20 gp 36 inches 2 -1 - Total +2


Gothic 20 gp 36 inches 2 -1 - Total +2
Oval 18 gp 36 inches 1 -2 - Increase +1d
Parma 15 gp 36 inches 1 -1 - Total +2
Viking 9 gp 36 inches 1 -2 -5 Increase +1d

Heavy Shields

Heavy Shields Cost Size AC Modifier Check Penalty Speed Modifier Fumble Die
Kite shield 20 gp 48 inches 3 -3 -5 Increase +1d
Tear drop 20 gp 48 inches 3 -3 -5 Increase +1d
Tower 30 gp 48 inches 4 -4 -10 Increase +1d
Pavis 55 gp 64 inches 6 -4 -10 Increase +2d

Tracking Shield AC vs. Foes


Lighter shields are unique in that they only apply their modifier to a certain number of foes in any given round. This can be
ignored at the expense of some realism and game balance: some cheaper, smaller shields will be a more ideal purchase
because a +1 AC from a buckler is as good as (or better if you compare check penalties and fumble modifiers) a +1 AC from
a large metal shield. In that case, it’s more about what the Judge makes available for purchase at specific shops, or what the
characters find amidst a monster’s treasure hoard or combat gear.

First of all, the modifier can be tracked independently from a character’s “base” armored AC: denote your shield bonus in a
separate area or box on the character sheet, and apply it only as necessary. Second, you can track the number of times
you’ve used the shield with tick marks on your character sheet or using some kind of token such as a glass bead or by using
a d2 or d4 as a counter. Finally, it is up to the Judge when your “uses” of a shield refresh -- either at the beginning of each
new combat round or during your turn in the combat order -- but the default is that your “uses” of a shield refresh ​on your turn
in the combat round. Therefore, at the start of an encounter, you can’t use your shield bonus until your turn in the initiative
order, which makes enemies getting the drop on you a little more dangerous.

Arms & Armor, 6


Weapons

Weapon Traits
Weapon Trait Effect
2H Two-handed weapon: use a d16 for Initiative.
When a thief uses the backstab ability, use the listed damage instead of the weapon's normal
Backstab damage.
This weapon provides the listed bonus on the deed die when performing the specified Mighty
MD [bonus] Deeds of Arms maneuver; see below for ​Mighty Deeds of Arms Notations​.
Mounted Charge When using this weapon during a mounted charge maneuver, double the damage.
Power Throw At close range, your STR modifier applies to damage.
There are three range bands: Short (AKA Close), Medium, and Long. Medium range attacks
Range suffer a -2 modifier to the attack roll, and Long range attacks suffer a -1d penalty on the attack roll.
This weapon can be set to receive a charge attack as your action, and deals double damage on a
Receive Charge successful hit when doing so.
Rate of Fire: you can make this many attacks in this number of rounds; "2" would be two attacks
ROF in one round, 1/2 would be one attack every other round.
Subdual A subdual weapon only deals subdual damage.
When wielding this weapon two-handed, you suffer the 2H initiative penalty (d16 instead of d20)
Versatile and use the listed damage instead of the weapon's normal damage.

Mighty Deeds of Arms Notations


Mighty Deeds of Arms Action Notation
Blinding attack Blinding
Defensive maneuver Defensive
Disarming attack Disarm
Precision shot Precision
Pushback Pushback
Rallying maneuver Rally
Signature deed Such deeds are specified in the weapon description
Trip and throw Trip/throw
Weapon specific deed Such deeds are specified in the weapon description

Arms & Armor, 7


Table: Club-style Weapons
Name Cost Damage Traits
Baculus 5 sp 1d3 Throw 10/20/30, Power Throw
Baggoro 3 sp 1d3 Subdual
Baston 1 gp 1d2
Budd 5 sp 1d2 Subdual
Club 3 gp 1d4
Cudgel 6 sp 1d3 Subdual
Gata 4 gp 1d5
Godentag 20 gp 1d7
Goedendag 6 gp 1d6 Receive Charge
Jitte 2 gp 1d4 MD: Disarm +1
Mace, foot flanged 5 gp 1d6
Mace, foot round 5 gp 1d4
Mace, heavy flanged 15 gp 1d10
Mace, heavy round 9 gp 1d7
Mace, large flanged 11 gp 1d8
Mace, large round 7 gp 1d5
Maul, battle 9 gp 1d8
Morningstar, heavy 10 gp 2d4
Morningstar, light 6 gp 1d6
Morningstar, medium 8 gp 1d8
Mugdar 5 gp 1d6
Staff 5 sp 1d4
Tambara 4 gp 1d3
Vajra 15 gp 1d4

Arms & Armor, 8


Table: Flail-style Weapons
Name Cost Damage Traits
Aklys 8 sp 1d3 Range 20/40/60, Power Throw
Flail, metal one-handed 6 gp 1d6 Crit Roll +2 if spiked (cost x2)
Flail, metal two-handed 8 gp 1d8 Crit Roll +2 if spiked (cost x2)
Flail, Military, metal one-handed 8 gp 1d6 Add +1 damage (cost x2) per extra ball
Flail, Military, metal two-handed 12 gp 2d4 Add +1 damage (cost x2) per extra ball
Flail, Military, wood one-handed 5 gp 1d5 Add +1 damage (cost x2) per extra ball
Flail, Military, wood two-handed 10 gp 1d8 Add +1 damage (cost x2) per extra ball
Flail, wood one-handed 2 sp 1d2 Crit Roll +1 if spiked (cost x2)
Flail, wood two-handed 3 sp 1d3 Crit Roll +1 if spiked (cost x2)
Nunchaku, metal 3 gp 1d4 MD: Defensive +1
Nunchaku, wood 1 gp 1d2 MD: Defensive +1
Tabak Toyok 7 sp 1d2
Three-sectional-staff 6 gp 1d6 MD: Disarm and Trip/throw +1

Arms & Armor, 9


Table: Knives
Name Cost Damage Traits
Aikuchi 3 gp 1d3 Range 10/20/30, Power Throw
Bada bada knife 8 sp 1d3
Badik 12 sp 1d3
Balisong 25 sp 1d2 Range 10/20/30, Power Throw
Barong 8 gp 1d4
Bichaq 9 gp 1d3
Bolo 9 gp 1d5
Choora 10 gp 1d3
Dacian falx 7 gp 1d5 Backstab (2d6), Versatile (1d7)
Dha montegnard 6 gp 1d4
Dirk 4 gp 1d3 Range 10/20/30, Power Throw
Flatchet 6 gp 1d5
Golok 2 gp 1d4
Kard 4 gp 1d3 Range 10/20/30, Power Throw
Kinjal 5 gp 1d4
Kukri 7 gp 1d4
Navaja 1 gp 1d2
Navaja sevillana 3 gp 1d3 Range 10/20/30, Power Throw
Rampuri chaku 8 sp 1d3
Rentjang 1 gp 1d4
Seax 9 sp 1d4 Range 10/20/30, Power Throw
Seax, long 2 gp 1d5 Range 10/20/30, Power Throw
Talibon 1 gp 1d4

Arms & Armor, 10


Table: Daggers
Name Cost Damage Traits
Akinaka 3 gp 1d4 Backstab (1d10), Range 10/20/30, Power Throw
Badik 15 sp 1d3
Balisong 35 sp 1d3 Range 10/20/30, Power Throw
Baselard 7 gp 1d4 Range 10/20/30, Power Throw
Baswa 5 gp 1d5
Batardeau 7 gp 1d3 Range 10/20/30, Power Throw
Bayu 8 gp 1d4
Bichua 7 gp 1d3
Billao 4 gp 1d4
Bodkin 8 gp 1d4 MD: Defensive +1, Range 10/20/30, Power Throw

Bollock 4 gp 1d3 Range 10/20/30, Power Throw


Bracelet dagger 3 gp 1d2 Range 10/20/30, Power Throw
Buyu 4 gp 1d4
Chilanum 8 gp 1d4
Cinqueda 12 gp 1d4
Estradoit 10 gp 1d4 Backstab (2d8)
Kris 20 gp 1d4 Backstab (3d6)
Main gauche 12 gp 1d4 MD: Defensive +1
Pongiard 10 gp 1d4 Backstab (1d12)
Pugio 9 gp 1d4
Sica 15 gp 1d5 Backstab (2d6)

Knife & Dagger Variants


Name Cost Damage Traits
Bank sickle knife 18 sp 1d3 MD: Pushback +1
Beladau 10 gp 1d5 MD: Pushback +1
Cleaver 2 gp 1d3
Karambit 6 sp 1d2 MD: Pushback +1
Katar 18 gp 1d5 Backstab (1d12)
Kuba 10 gp 1d4
Kujang 10 gp 1d3
Sickle 4 gp 1d4
Trident dagger 20 gp 1d3 MD: Defensive +1

Arms & Armor, 11


Table: Double-edged Swords
Name Cost Damage Traits
Arming sword 12 gp 1d6
Arslentepe 6 gp 1d6
Babnga 9 gp 1d6
Bastard sword 25 gp 1d8 Versatile (1d10)
Bilbo 16 gp 1d6
Broadsword 12 gp 2d4
Carp's Tongue 17 gp 1d8
Claymore 35 gp 1d10 2H
Espada rotera 17 gp 1d6
Executioner's sword 45 gp 1d10 2H
Flamberge 50 gp 2d6 2H
Gladius hispaniensis 21 gp 1d8
Gladius mainz 18 gp 1d6
Gladius pompeii 17 gp 1d6
Gupti 15 gp 1d6
Jian 17 gp 1d8
Kalis 15 gp 1d6
Katzbalger 20 gp 1d7
Khanda 22 gp 1d8 Versatile (1d10)
Longsword 10 gp 1d8
Merovingian 18 gp 1d6
Mortuary sword 25 gp 1d10 2H
Rapier 20 gp 1d8 Backstab (1d16)
Seme 15 gp 1d6
Short sword 7 gp 1d6
Spatha 22 gp 1d8
Takouba 17 gp 1d6
Two-handed sword 15 gp 1d10 2H
Ulfberht 25 gp 1d7
Viking sword 18 gp 1d8
Xiphos 14 gp 1d5

Arms & Armor, 12


Table: Single-edged Swords
Name Cost Damage Traits
Ayda katti 13 gp 1d7
Badelaire 13 gp 1d6
Cutlass 15 gp 1d6
Dahong alay 10 gp 1d6
Falcata 15 gp 1d7
Falchion 25 gp 2d4
Firangi 20 gp 1d8
Flyssa long 25 gp 2d4
Flyssa short 15 gp 1d7
Kachin dha 20 gp 1d8
Kampilan 18 gp 2d4
Karbela 22 gp 1d8
Katana 22 gp 1d8 Versatile (1d10)
Khopesh 15 gp 1d6
Kilij 25 gp 2d4
Klewang 14 gp 1d7
Kopis 14 gp 1d6
Makhaira 15 gp 1d6
Messer 18 gp 1d7
Nimcha 25 gp 1d8
Pallacsh 17 gp 1d6 Mounted Charge
Pandat 17 gp 1d6 Versatile (1d8)
Pulwar 25 gp 2d4
Saber 18 gp 1d8
Saif 15 gp 1d8
Schnepfer 18 gp 1d8
Scimitar 15 gp 1d6
Scimitar, great 55 gp 2d6
Scythe sword 16 gp 1d6
Shamshir 22 gp 2d4
Shaska 8 gp 1d8
Shotel 25 gp 1d8 MD: Dismount riders +1
Sikin panyang 13 gp 1d6
Sosun-pattah 18 gp 1d6
Spadroon 16 gp 1d6

Arms & Armor, 13


Single-edged Swords, continued
Name Cost Damage Traits
Surik 18 gp 1d8
Szabla 16 gp 1d8
Tachi 20 gp 1d7
Talwar 32 gp 2d4
Tapak kudak 12 gp 1d6
Tegha 25 gp 2d4
Wakizashi 22 gp 1d6 Backstab (2d6)
Yatagan 15 gp 1d6

Table: Sword Variants


Name Cost Damage Traits
9 ring broad sword 30 gp 1d10
Colichimarde 20 gp 1d6
Estoc 22 gp 1d8 Versatile (1d10)
Foil 10 gp 1d4
Manople 20 gp 1d6 MD: Defensive +1
Pata 25 gp 1d8
Sauschweter 45 gp 2d4
Small sword 14 gp 1d6

Arms & Armor, 14


Table: Axes & Hammers
Name Cost Damage Traits
Bardiche 18 gp 2d4 2H
Battle axe 7 gp 1d10 2H
Bearded battle axe 10 gp 1d8
Crowbill 8 gp 1d6
Double bladed axe 8 gp 1d12 2H
Hammer, heavy spiked 8 gp 2d4 2H
Hammer, heavy war 5 gp 1d8 Versatile (2d4)
Hammer, light spiked 2 gp 1d6 Range 10/20/30, Power Throw
Hammer, light war 1 gp 1d5 Range 10/20/30, Power Throw
Handaxe (throwing axe) 4 gp 1d6 Range 10/20/30, Power Throw
Hatchet 8 sp 1d4 Range 10/20/30, Power Throw
Pick, heavy 8 gp 1d6
Pick, light 4 gp 1d4 Range 10/20/30, Power Throw
Piercing axe 7 gp 1d7
Rhomphaia 16 gp 1d6
Two-handed axe 15 gp 1d16 2H

Arms & Armor, 15


Table: Spears
Name Cost Damage Traits
Assegai 5 gp 1d6 Range 30/60/90, Power Throw
Bear spear 4 gp 1d7 Range 30/60/90, Power Throw
Boar spear 3 gp 1d8 Range 20/40/60, Power Throw
Budiak 6 gp 1d6 Range 10/20/30, Power Throw
Cape assegai 8 gp 1d7 Range 10/20/30, Power Throw
Dung, long 8 gp 1d6
Dung, short 7 gp 1d6
Framea 5 gp 1d5 Range 40/80/160, Power Throw
Hasta 7 gp 1d6
Iklwa 5 gp 1d6 Range 10/20/30, Power Throw
Kikuchi yari 7 gp 1d7
Kontos 9 gp 1d7 Mounted Charge, Receive Charge
Lance, heavy 25 gp 1d12 Mounted Charge
Lance, light 8 gp 1d8 Mounted Charge, Receive Charge, Range 10/20/30, Power Throw
Nandum 6 gp 1d6 Backstab (1d10)
Qiang 1 gp 1d7 Receive Charge, Range 20/40/60, Power Throw
Sang 25 gp 2d4 Mounted charge
Sankaku yari 10 gp 1d7 Backstab (2d6)
Spear 3 gp 1d8 Receive Charge
Viking broad spear 3 gp 1d7
Viking spear 1 gp 1d6 Range 30/60/90, Power Throw

Arms & Armor, 16


Table: Polearms
Name Cost Damage Traits
Bec de corbin 12 gp 1d6 2H, Backstab (3d4)
Billhook 18 gp 2d4 2H, MD: Dismount riders +1
Dacian falx (pole arm) 15 gp 1d12 2H
Fauchard 15 gp 1d6 2H
Fauchard fork 17 gp 1d7 2H
Fork, military 6 gp 1d7 2H
Fu pa 12 gp 1d8 2H, MD: Disarm and Trip/throw +1
Gisarme 9 gp 1d8 2H, MD: Dismount riders +1
Glaive 9 gp 1d8 2H
Glaive guisarme 12 gp 1d8 2H, MD: Dismount riders +1
Halberd 10 gp 1d12 2H, MD: Dismount riders +1, Receive Charge
Hook 5 gp 1d5 2H, MD: Dismount riders +1
Ji 17 gp 1d8 2H, MD: Disarm +1
Lucerne hammer 8 gp 1d8 2H
Naginata 20 gp 1d12 2H
Partizan 9 gp 1d8 2H
Pike 7 gp 1d10 2H
Pinyin 7 gp 1d8 2H
Ranseur 8 gp 1d10 2H
Scythe 13 gp 1d8 2H
Spontoon 8 gp 1d8 2H, Receive Charge
Trident 10 gp 1d8 2H, Range 10/20/30, Power Throw
Trishula 21 gp 1d8 2H
Voulge 8 gp 2d4 2H

Arms & Armor, 17


Table: Miscellaneous Weapons
Name Cost Damage Traits
Brass knuckles 8 sp 1d2
Brass knuckles, spiked 1 gp 1d3
Cat-o-nine tails 1 sp 1d2
Cestus (with plates) 1 sp Unarmed damage +1
Garrote 2 gp 1d2 Backstab (3d4)
Gauntlet, knuckled 7 gp 1d3
Gauntlet, spiked 12 gp 1d4
Man catcher 25 gp 1d2 MD: Pin/entangle maneuver +1
Meteor hammer 3 gp 1d4
Meteor hammer dual 6 gp 1d6
Sai 7 gp 1d3 MD: Defensive or Disarm +1

Sap 3 gp 1d3 Backstab (2d6), Subdual


Sleeve tangler (sode) 10 gp 1d4 MD: Pin/entangle maneuver +1
Sodegarami 8 sp 1d3 MD: Pin/entangle maneuver +1
Whip 1 gp 1d2 MD: Disarm +1

Arms & Armor, 18


Table: Missile & Thrown Weapons
Name Cost Damage Traits
Blowpipe (blowgun) 6 gp 1d3 Backstab (1d5), Range 20/40/60
Bolas 5 gp 1d4 Range 20/40/60, Power Throw
Dart 5 sp 1d4 Range 20/40/60, Power Throw
Harpoon 1 gp 1d4 Range 30/60/90, Power Throw
Javelin 1 gp 1d6 Range 30/60/90, Power Throw
Skull crusher 2 sp 1d4 Range 30/60/90, Power Throw
Sling 2 gp 1d4 Range 40/80/160, Power Throw
Staff sling 10 cp 1d4 Range 60/120/180, Power Throw
Throwing stick 1 sp 1d3 Range 30/60/90, Power Throw

Arms & Armor, 19


Table: Bows
Name Cost Damage Traits
Acrus I 30 gp 1d6 2H, Range 60/120/180
Arcus II 75 gp 1d8 2H, Range 70/140/210
Assyrian angular 40 gp 1d6 2H, Range 50/100/150
Assyrian curved 50 gp 1d6 2H, Range 60/120/180
Egyptian I 40 gp 1d6 2H, Range 50/100/150
Egyptian II 65 gp 1d8 2H, Range 60/120/180
English longbow 75 gp 1d8 2H, Range 70/140/210
Greek 100 gp 1d6 2H, Range 50/100/150
Gungdo 100 gp 1d8 2H, Range 50/100/150
Hun I 60 gp 1d6 2H, Range 50/100/150
Hun II 75 gp 1d8 2H, Range 60/120/180
Hun, asymmetric 120 gp 1d8 2H, Range 70/140/210
Longbow 40 gp 1d8 2H, Range 70/140/210
Mongolian 120 gp 1d8 2H, Range 70/140/210
Native American bow 20 gp 1d5 2H, Range 60/120/180
Quing 100 gp 1d8 2H, Range 70/140/210
Scythian I 60 gp 1d7 2H, Range 50/100/150
Scythian II 40 gp 1d6 2H, Range 40/80/120
Scythian smallbow 25 gp 1d4 2H, Range 40/80/120
Shortbow 25 gp 1d6 2H, Range 50/100/150
Smallbow, composite 75 gp 1d8 2H, Range 50/100/150
Turkish bow 100 gp 1d8 2H, Range 70/140/210
Viking bow II 80 gp 1d8 2H, Range 70/140/210
Viking I 30 gp 1d6 2H, Range 70/140/210

Arms & Armor, 20


Table: Crossbows
Name Cost Damage Traits
Composite, heavy 50 gp 1d10 2H, Range 100/200/400
Composite, light 45 gp 1d8 2H, Range 90/180/360
Gastraphetes 50 gp 1d7 2H, Range 90/180/360
Pistol crossbow 100 gp 1d5 2H, Range 60/120/180
Repeating crossbow 125 gp 1d8 2H, Range 80/160/240
Steel, heavy 100 gp 1d12 2H, Range 120/240/400
Steel, light 75 gp 1d10 2H, Range 100/200/400
Wooden, heavy 45 gp 1d10 2H, Range 90/180/360
Wooden, light 30 gp 1d8 2H, Range 80/160/240

Table: Special Arrows & Bolts


Name Cost (per arrow/bolt) Damage Traits
Blunt 1 cp Damage -1d
Bodkin 4 cp Damage: no change MD: Precision +1
Broadpoint 6 cp Damage +1d Range x0.5
Flight 2 cp Damage -1d Range x1.5
Pyeonjeon 3 cp Damage: no change
Swallowtail 7 cp Damage +1d Deals 1d4 damage when removed
Whistling 8 cp Damage: no change

Arms & Armor, 21

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