L’Île Mysterieuse: Weapons and armor

WEAPONS AND ARMOR

ARMOR AND SHIELDS

ITEMACPRIZEWEIGHTSPECIAL
Helmet10gp1/3Can not use ranged weapons at long range, surprise -1, fortitude saving throw against critical hits.
ShieldAC+110gp1
GambesonAC+110gp1Can be combined with other armor sets
Leather armorAC220gp2
Hide armorAC420gp4Heavy armor
CuirasseAC4100gp4Metal armor
Plate armorAC61000gp6Heavy metal armor

Heavy armor: Physical skills -1

Metal armor: Stealth -1

Heavy metal armor: Physical skills -1 (Stealth -2)

MELEE WEAPONS

ITEMDAMAGEPRIZEWEIGHTSPECIAL
Unarmed combat1d2 B
Cestus1d3 B5gp1/3Light
Dagger1d4 P10gp1/3Puncturing Thrown (10’/20′) Light
Short sword1d6 P/S20gp1Riposte Light
Cutlass1d8 S20gp1Swing
Rapier1d8 P/S100gp1Riposte Disarm Light
Longsword1d8 / 1d10* S100gp1Riposte Swing
Greatsword1d12* S200gp2Riposte Swing
Quarterstaff1d6* B5gp2Knock out
Club1d4 B0gp1Knock out
Mace1d6 B10gp1Knock out
Warhammer / Military pickaxe / Morningstar1d8 / 1d10* P/B50gp1Knock out Armor penetration
Handaxe1d6 S10gp1Split shield Light Thrown (10’/20′)
Battleaxe1d8 / 1d10* S50gp1Split shield Swing
Greataxe1d12* S100gp2Split shield Swing
Spear1d6 / 1d8* P10gp1Set against charge Thrown (20’/40′)
Bayonet1d4 / 1d6 / 1d8* P10gp1/3In one hand as dagger (Thrown (10’/20′)) Attached to rifle as spear (Set against charge, cannot be thrown)
Longspear1d10* P20gp2Set against charge Reach
Polearm1d10* P50gp2Set against charge Reach Hook
Net10gp1Net Thrown (10’/20′)
Whip1d4 S10gp1Whip
Man catcher*20gp2Man 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

ITEMDAMAGEPRIZEWEIGHTRANGE**SPECIAL
Sling1d4 B5gp030′ / 60′Knock out
Bow1d6* P20gp170′ / 140′

Fast shooting
Crossbow1d8* P50gp160′ / 120′Armor penetration Loading requires a move action Weapon is unloaded if character is surprised
Flintlock pistol***1d8 P100gp1/330′ / 60′Armor penetration Loading requires 1 full round Misfire 1/20 Weapon is unloaded if character is surprised
Wheellock pistol***1d8 P400gp1/330′ / 60′Armor penetration Loading requires 1 full round Misfire 1/20
Blunderbuss***10′ wide line save or 1d6* P50gp240′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* P100gp240′ / 80′Armor penetration Loading requires 1 full round Misfire 1/20 Weapon is unloaded if character is surprised
Rifled Musket***1d12* P200gp2+1100′ / 200′Firing rest (weight 1) Armor penetration Loading requires 1 full round Misfire 1/20 Weapon is unloaded if character is surprised
Bomb5′ save or 3d6 P10gp1/310′ / 20′Exploding (3d6) Misfire 1/20 (bomb)
Cannon10′ save or 5d6 P1000gp100200′ / 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.

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