WEAPONS AND ARMOR
ARMOR AND SHIELDS
| ITEM | AC | PRIZE | WEIGHT | SPECIAL |
| Helmet | – | 10gp | 1/3 | Can not use ranged weapons at long range, surprise -1, fortitude saving throw against critical hits. |
| Shield | AC+1 | 10gp | 1 | – |
| Gambeson | AC+1 | 10gp | 1 | Can be combined with other armor sets |
| Leather armor | AC2 | 20gp | 2 | – |
| Hide armor | AC4 | 20gp | 4 | Heavy armor |
| Cuirasse | AC4 | 100gp | 4 | Metal armor |
| Plate armor | AC6 | 1000gp | 6 | Heavy metal armor |
Heavy armor: Physical skills -1
Metal armor: Stealth -1
Heavy metal armor: Physical skills -1 (Stealth -2)
MELEE WEAPONS
| ITEM | DAMAGE | PRIZE | WEIGHT | SPECIAL |
| Unarmed combat | 1d2 B | – | – | |
| Cestus | 1d3 B | 5gp | 1/3 | Light |
| Dagger | 1d4 P | 10gp | 1/3 | Puncturing Thrown (10’/20′) Light |
| Short sword | 1d6 P/S | 20gp | 1 | Riposte Light |
| Cutlass | 1d8 S | 20gp | 1 | Swing |
| Rapier | 1d8 P/S | 100gp | 1 | Riposte Disarm Light |
| Longsword | 1d8 / 1d10* S | 100gp | 1 | Riposte Swing |
| Greatsword | 1d12* S | 200gp | 2 | Riposte Swing |
| Quarterstaff | 1d6* B | 5gp | 2 | Knock out |
| Club | 1d4 B | 0gp | 1 | Knock out |
| Mace | 1d6 B | 10gp | 1 | Knock out |
| Warhammer / Military pickaxe / Morningstar | 1d8 / 1d10* P/B | 50gp | 1 | Knock out Armor penetration |
| Handaxe | 1d6 S | 10gp | 1 | Split shield Light Thrown (10’/20′) |
| Battleaxe | 1d8 / 1d10* S | 50gp | 1 | Split shield Swing |
| Greataxe | 1d12* S | 100gp | 2 | Split shield Swing |
| Spear | 1d6 / 1d8* P | 10gp | 1 | Set against charge Thrown (20’/40′) |
| Bayonet | 1d4 / 1d6 / 1d8* P | 10gp | 1/3 | In one hand as dagger (Thrown (10’/20′)) Attached to rifle as spear (Set against charge, cannot be thrown) |
| Longspear | 1d10* P | 20gp | 2 | Set against charge Reach |
| Polearm | 1d10* P | 50gp | 2 | Set against charge Reach Hook |
| Net | – | 10gp | 1 | Net Thrown (10’/20′) |
| Whip | 1d4 S | 10gp | 1 | Whip |
| Man catcher | * | 20gp | 2 | Man catcher |
*: Must be used with two hands.
Light: Can be used with Italian and Spanish fighting styles.
Puncturing: In grapple against armored targets +2 to-hit.
Thrown: Weapon can be thrown with dex bonus to-hit and str bonus to damage. The numbers in parenthesis are normal and long range.
Riposte: Make an extra attack against opponent on their fumble.
Disarm: Disarm is at -2 (instead of -4).
Swing: Attack two adjacent targets with -2 for both attacks.
Reach: Can attack targets 10′ (2 squares) away, -4 to-hit against ajacent enemies.
Knock out: On critical hit target must make a fort save against being stunned for 1 round. Stunned characters cannot take any actions.
Armor Penetration: To-hit against opponents in heavy armor is at +2.
Split shield: Character must hit AC10, damage must be greater than shield hp (normally 5).
Set against charge: If character uses one round to prepare the weapon against charge (and uses it with two hands), it does double damage against charging opponents.
Hook: Disarming and tripping is at -2 (instead of -4).
Net: After a succesful hit, target makes a ref save to avoid becoming grappled. Grappled characters can brake free in one round with a dagger.
Whip: Can grapple or trip targets from up to 20′.
Man catcher: Grapples targets 10′ away with -2 to-hit. Grappling adjacent targets is at -4.
RANGED WEAPONS
| ITEM | DAMAGE | PRIZE | WEIGHT | RANGE** | SPECIAL |
| Sling | 1d4 B | 5gp | 0 | 30′ / 60′ | Knock out |
| Bow | 1d6* P | 20gp | 1 | 70′ / 140′ | Fast shooting |
| Crossbow | 1d8* P | 50gp | 1 | 60′ / 120′ | Armor penetration Loading requires a move action Weapon is unloaded if character is surprised |
| Flintlock pistol*** | 1d8 P | 100gp | 1/3 | 30′ / 60′ | Armor penetration Loading requires 1 full round Misfire 1/20 Weapon is unloaded if character is surprised |
| Wheellock pistol*** | 1d8 P | 400gp | 1/3 | 30′ / 60′ | Armor penetration Loading requires 1 full round Misfire 1/20 |
| Blunderbuss*** | 10′ wide line save or 1d6* P | 50gp | 2 | 40′ | All targets in a 10′ wide and 40′ line must make a reflex save or be hit for 1d6 P damage Loading requires 1 full round Misfire 1/20 (2d6 damage) Weapon is unloaded if character is surprised |
| Caliver*** | 1d12* P | 100gp | 2 | 40′ / 80′ | Armor penetration Loading requires 1 full round Misfire 1/20 Weapon is unloaded if character is surprised |
| Rifled Musket*** | 1d12* P | 200gp | 2+1 | 100′ / 200′ | Firing rest (weight 1) Armor penetration Loading requires 1 full round Misfire 1/20 Weapon is unloaded if character is surprised |
| Bomb | 5′ save or 3d6 P | 10gp | 1/3 | 10′ / 20′ | Exploding (3d6) Misfire 1/20 (bomb) |
| Cannon | 10′ save or 5d6 P | 1000gp | 100 | 200′ / 400′ | Exploding (5d6) Loading requires 1 full round for crew of 3 Misfire 1/20 |
*: Must be used with two hands
** Range up to the first number denotes short range with no penalties for shooting, and the range up to the second number denotes long range, which incurs a -2 penalty to hit.
*** Can be used in close combat as a club.
Knock out: On critical hit target must make a fort save or be stunned for 1 round. Stunned characters can not take any actions.
Fast shooting: The bow can be used to shoot two times in a round at short range, with a -4 to-hit penalty to both shots.
Armor Penetration: To-hit against opponents in heavy armor is at +2.
Misfire: A roll of 1 means that the weapon is in danger of misfiring and hurting the shooter. A ref saving throw avoids the misfire. A roll of 2 means that the misfiring range expands to 1-2 and with 3 further expanding the range.
Firing rest: Requires setting up the firing rest as a move action. -2 to-hit without firing rest.
Exploding: All targets in the designated blast radius make a reflex save or take damage.
Bomb: Bombs misfire automatically on a 1/20, no saving throw against misfire.
Black powder weapons must be loaded with powder from a powder horn. The weapon must be perfectly dry to function and they let off a lot of smoke when fired. If the air around the shooter is still (e.g. indoors), every shot produces a 10′ square of smoke which blocks visibility. Firing into or out from a smoke square inqurs a -4 penalty.
