Martial Gear

Armor, shields, and weapons have additional rules and specific costs whereas most common gear can be assumed to cost 1d10 (5) coins.

Armor

armor bonus slots placement cost
shield 1 1 1h (1 hand) 40
helmet 1 1 head 40
gambeson, padding, cloth armor 1 1 body 60
brigandine, lamellar 2 2 body 500
mail, scale 2 2 body 1,200
half plate, splint 3 2 body 4,000
full plate 3 2 body 8,000

Sundering Shields

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

Weapons

weapon dmg slots hands cost martial feat tags static tags dmg type
unarmed strike d4 0 n/a n/a     bludgeoning
bastard sword d8 1 1h or 2h 100 parrying    
battle axe d8 2 2h 100 tripping, shoving, sweeping, disarming   slashing, bludgeoning
bow d6 1 2h 50   far, aiming piercing
crossbow d8 2 2h 500 armor-piercing loading, far, aiming piercing
cudgel d6 1 1h 5   concealable bludgeoning
dagger d6 1 1h 50   concealable, subtle, thrown (nearby) piercing, slashing
halberd, pole axe d10 2 2h 100 double-edged, shoving, tripping reach piercing, slashing, bludgeoning
hand axe d6 1 1h or 2h 50   versatile, thrown (nearby) slashing, bludgeoning
long sword d10 2 2h 200 parrying, sweeping   piercing, slashing
mace, flail d6 1 1h or 2h 50 crushing, sweeping versatile piercing, bludgeoning
pick axe d6 1 1h 5     piercing
scythe d6 2 2h 50 tripping, sweeping   piercing, slashing
short sword d6 1 1h or 2h 50 parrying versatile piercing, slashing
sling d6 1 1h 5   concealable, far bludgeoning
spear d6 1 1h or 2h 50   versatile, thrown (nearby), reach (2h) piercing, bludgeoning
staff d6 1 1h or 2h 5   reach (2h), versatile bludgeoning
war hammer d10 2 2h 100 crushing, sweeping, shoving   bludgeoning

Improvised weapon attacks usually inflict 1d4 damage.

Sundering Melee Attacks

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

Static Tags

  • Concealable: Can be hidden on the body when searched
  • Subtle: If an attack is done secretly or on a prone target, this inflicts +d12 damage
  • Versatile: This weapon may be used with 2 hands.
  • 2h: Roll 2 weapon die and take the higher result.
  • Thrown: This weapon can be thrown at the stated range.
  • Reach: The wielder can move away from an enemy while attacking. A wielder may hold their attack until approached by an enemy, at which point the wielder’s attack is triggered first. The weapon can reach over one creature to attack another.
    • The spear and staff only have the reach property when wielded with 2 hands even though they can also be wielded in 1 hand.
  • Loading: Requires 1 round to reload.
  • Far, nearby: Range for a ranged or thrown weapon.
  • Aiming: Spending a round aiming at a target enhances the attack on the next round, depending on the positioning.

Weapon Feats

You may choose to trigger a Weapon Feat under 2 circumstances:

  • As a gambit
  • As part of an attack. The attacker must make a saving throw (usually Dexterity or Strength) to avoid suffering a fatigue. Either way, the effect succeeds on the target.

If your weapon has multiple tags, choose only one to trigger.

  • Shoving: The attacker may shove the target back.
  • Tripping: The attacker may trip the target.
  • Parrying: The next attack against the attacker may be impaired.
  • Crushing: The target’s armor (if it has any) may be reduced to 0 the next time they are attacked.
  • Double-edged: The attacker may make another attack with the butt of the polearm, inflicting 1d6 damage. This extra attack cannot trigger double-edged.
  • Sweeping: The attacker may inflict half the damage (rounded up) onto an adjacent foe.
  • Armor-piercing: This attack may reduce the target’s armor by 1 point after damage is taken.
  • Disarming: The attacker may rip away a melee weapon or shield from the target.