Martial Gear

Armor

There are four types of armor: shields, helmets, coats, and plates. Each may be worn simultaneously. Each adds 1 point to a character’s armor score, to a maximum of 4.

  • Shield. Buckler, kite, pot lid. Adds +d4 to attacks.
  • Helmet. Kettle, bucket, coif.
  • Coat. Mail, gambeson, cloth, any flexible armor. Bulky.
  • Plate. Cuirass, breastplate, brigandine, splint, lamellar. Bulky. Plate takes time to put on, even with help. Requires another layer underneath to wear. Resting in plate armor in hot climates leaves a character deprived, but otherwise, sleeping in armor is totally fine. Soldiers did it all the time.

Sundering Shields

When a character is hit by an attack and they carry a shield, they may choose to destroy the shield in order to avoid all damage.

Weapons

weapon dmg price special
sling d6 30 concealable
cudgel d6 50 concealable
pick axe d6 50 trip
staff d6 50 trip
scythe d6 50 trip, sweep
dagger d6 50 concealable, subtle
flail d6 50 lock up, crush, disarm
hand axe d6 50 strip shield, disarm, lock up
spear, javelin d6 50 aiming, trip
mace d6 50 crush, sweep
sabre, scimitar, falchion, cutlass d6 100-150 parry, riposte, entrap, sweep
seax d6 100-150 subtle, riposte
tuck d6 100-150 pierce, riposte, parry
short sword, wakizashi, gladius d6 100-150 parry, riposte
hook sword d6 100-150 disarm, parry, riposte, lock up, trip
rapier d6 100-150 disarm, riposte, parry, entrap
short bow d6 200 aiming, bulky
bastard sword d8 200-500 parry, riposte, sweep
battle axe d8 200-500 trip, sweep, strip shield, disarm
long bow d8 300 aiming, bulky
pole axe, glaive, lance d10 500-1500 pole-end, trip, entrap, mounted combat, bulky
war hammer d10 500-1500 crush, sweep, bulky
crossbow d8 500 armor-piercing, reload, aiming, bulky
long sword, katana, claymore d10 500-1500 parry, sweep, riposte, entrap, bulky

Unarmed and improvised weapon attacks usually inflict 1d4 damage. This may include using the pommel of your sword.

Special Tags

Weapon Maneuvers

Triggered when the attacker rolls a 4 or higher on the weapon die and discards the result. The defender makes a relevant save to avoid the effect. If the attacker instead discards an 8 or higher, either no save is granted or the maneuver has an enhanced effect.

  • Trip: The attacker trips the target.
  • Crush: The target’s armor (if it has any) is ignored the next time they are attacked.
  • Pole-end: The attacker may make another attack with the butt of the polearm, inflicting 1d6 damage. This extra attack cannot trigger pole-end.
  • Strip shield: The attacker rips away a shield from the target.
  • Lock up: The attacker locks up the target’s weapon. While locked together, both fighters’ attacks with the locked weapons are impaired but all other attacks are enhanced.
  • Disarm: The attacker disarms the target.
  • Entrap: The attacker takes up the target’s space, stopping them from fleeing. If they do attempt to flee, the attacker gets a free attack on the target.
  • Armor-piercing: This attack reduces the target’s armor by 1 point after damage is taken (on a failed DEX save).

Conditional Effects

  • Riposte: Triggered when you are the defender. If an attacker rolls a 1, your next attack against the attacker is enhanced.
  • Concealable: Can be hidden on the body when searched.
  • Subtle: If an attack is on a prone target, this weapon’s damage is enhanced.
  • Reach: When attacked with a weapon without Reach, the attacker must roll higher than half the damage die or else you may attack first.
  • Parrying: Wielder ignores attack rolls of 1 and 2.
  • Reload: Requires 1 round to reload.
  • Mounted combat: Attacks while mounted against targets that are on foot are enhanced.
  • Pierce: After inflicting STR damage on a foe, subsequent attacks ignore armor.
  • Aiming: Spending a round aiming at a target enhances the attack on the next round, depending on the positioning.
  • Sweep: Immediately make another attack if you roll maximum damage or if you reduce the target to 0 or less GD.

Sundering Melee Attacks

On a melee attack that hits, a character may choose to destroy their weapon to add +d12 to the attack.

Whetstones

Whetstones have a usage die starting with d8. They can be used to sharpen bladed weapons. A sharpened weapon inflicts a minimum of 2 damage. When a 1 is rolled, it is bumped up to a 2. This effect ends once a fight is over or at the end of the day, whichever comes first. Sharpening a blade takes 10 minutes, or 1 exploration turn.