Aderon • Basic Gear (Public Access: RO Owner:aderon)
Weapons and Armor:
Weapon list:
*- Piercing, ** - Slashing, *b Bludgeoning (Axes are Bludgeoning weapons but can have a sharp edge to cut wood, rope etc...)
One handed weapons can be used with two hands to gain a 1.5 strength bonus to damage. Light weapons cannot.
(Reach) weapons have a range of 10 feet but cannot be used in close range. The longspear does double damage if you hold action against a charging opponent.
Lances do 3d8 on horseback or in the hands of a 2nd level Knight it does 5d8
Simple cost DMG R.I. Weight AVP
Light Melee
Dagger* 2sp 1d4 10ft 1lb 0
Dagger,Punching* 2sp 1d4 0 1lb 0
Mace, Light*b 5sp 1d6 0 4lb 0
Sickle** 3sp 1d6 0 2lb 0
One-handed
Club*b - 1d6 10ft 3lb 0
Mace, Heavy*b 12sp 1d8 0 8lb 0
Shortspear* 1sp 1d6 20ft 3lb 1
Two-handed
Longspear(Reach)* 5sp 1d8 0 9lb 1
Quarterstaff*b - 1d6 0 4lb 0
Spear 2sp 1d8 20ft 6lb 1
Scythe** 18sp 2d4 - 10lb 0
Ranged Weapons
Crossbow, Heavy* 70sp 1d10 120ft 6lb 5
Crossbow,light* 45sp 1d8 80ft 1lb 3
Dart* 5sp 1d4 20ft - 0
Sling*b 1sp 1d4 50ft - 0
Martial
Light Melee
Handaxe*b 6sp 1d6 10ft 2lb 0
Sap*b 1sp - - 1lb 0
Short Sword** 10sp 1d6 - 2lb 0
Rapier* 15sp 1d6 - 4lb 0
One-handed
Battleaxe*b 10sp 1d8 - 6lb 0
Flail*b 8sp 1d8 - 5lb 0
Longsword** 15sp 1d8 - 4lb 0
Pick* 8sp 1d6 - 2lb 1
Trident* 15sp 1d8 10ft 4lb 0
Warhammer*b 12sp 1d8 - 5lb 0
Two-handed
Falchion* 75sp 2d4 - 8lb 0
Glaive(Reach)* 8sp 1d10 - 10lb 0
Maul*b 20sp 1d10 - 16lb 0
Greataxe*b 15sp 1d10 - 10lb 0
Flail,heavy*b 5sp 1d10 - 8lb 0
Greatsword** 25sp 1d10 - 8lb 0
Halberd*/** 9sp 2d4 - 12lb 1
Lance* 10sp 1d8 - 10lb 1(4)
Ranged Weapons
Longbow* 100sp 1d8(+STR) 110ft 3lb 1
Shortbow* 75sp 1d6(+STR) 70ft 2lb 1
Weapon HP and hardness:
HP(Hardness)
Simple: Light - 2(1), One-handed- 4(2), two-handed 8(2), ranged 5(2)
Martial: Light - 5(2), One-handed 10(3), two-handed 20(4), ranged 5(2) *Lances a destroyed upon impact.
Ranged Weapons:
Range weapons do not keep track of ammunition, unless you buy special ammunition. In the cases of Bows you can buy steel tipped arrows for 1sp a piece, each does an additional +1 Damage
Weapon Upkeep:
Any weapon damaged suffers a -2 to hit and damage. Critical failures result in 1d6 points of weapon damage which ignores hardness.
Weapons can be repaired at a blacksmith for 1/4 of its cost rounded down (i.e. Greataxe would cost 3sp to repair)
Armor List:
cost AVS bonus DEFENSE minus MV Weight
Light
Leather 5sp 1 0 30ft 10 lb
Studded Leather 25sp 3 0 30ft 15 lb
Chain shirt 40sp 4 -2 30ft 20lb
Medium
Chain Mail 150sp 5 -3 30ft 30 lb
Breastplate 300sp 6 -5 20ft 35lb
Scale Mail 400sp 7 -6 20ft 40lb
Heavy
Banded Mail 500sp 8 -7 20ft 45lb
Full Plate 1500sp 10 -8 20ft 50lb
Shields
Light, wood 15sp - +1 - 5lb
Light, Steel 30sp - +1 - 10lb
Heavy, wood 35sp - +2 - 10lb
Heavy, steel 70sp - +2 - 15lb
Tower 120sp - - - 20lb
Special
Shield Spikes 30sp - - - -
Armor Spikes 100sp - - - -
Shield Spikes – If you add spikes to your shield and it is used as a weapon it does 1d8 dmg instead of 1d6.
Armor Spikes – If you add armor spikes, whenever you are in a grapple the opponent takes 1d4 dmg/round. They get an AVS vs. This but are automatically hit.
Tower shield – A tower shield is a very large specially designed steal shield. It allows the user to hide behind it against missile attacks but is not very useful in melee combat. The shield grants a 50% cover to the user or they can get behind it and gain a 100% cover. It also gives a +5 to ref saves vs. Spells.