Campaign of the Month: August 2014
The Concord of Ashes
Weapon and Armour Lists
|Hatchet (melee)||Strength +1LH||2||C||Common||A common tool that can be improvised as a weapon; can be thrown|
|Broad-Axe||Strength +5LH||3||N||Very Rare||2 Hand|
|Club||Strength +1B||1||C||Common||25% likely to break on a botch and max, damage successes|
|Mace||Strength +2LP||2||L||Common||Flanges will bend or break on a botch, reducing weapon to LS damage type|
|Heavy Mace||Strength +3 LP||3||L||Uncommon||2 Hand; flanges will bend or break on a botch, reducing weapon to LS damage type|
|Morningstar||Strength +3 LP||2||L||Rare||Often confused with the military flail, but has more in common with the Mace|
|Common Flail||Strength +2LS||2||N||Common||Difficulty +1, 2 Hand; May strike wielder on a botch, +1 difficulty to parry with a weapon|
|Military Flail||Strength +3LS||2||C||Uncommon||Difficulty +1; May strike wielder on a botch, +1 difficulty to parry with a weapon|
|Common Hammer (melee)||Strength +1B||1||C||Common||A simple tool that can be improvised as a weapon; can be thrown|
|Warhammer||Strength +3LS or LP||3||C||Rare||Becomes more common with the advent of plate armour; can be reversed for piercing damage, and sometimes called a military pick|
|Maul||Strength +5LS||3||N||Uncommon||Difficulty +1; 2 Hand; Basically a military sledge hammer|
|Knife||Strength +1LP and LH||1||P||Common||A simple tool that can be improvised as a weapon; can be thrown|
|Dagger||Strength +1LP||1||C||Uncommon||Difficulty -1; a long, military knife designed for stabbing; can be thrown with difficulty|
|Short sword||Strength +2LH||2||C||Common||A lighter, shorter version of the arming sword; also known as a great knife, seax or sabina|
|Arming Sword||Strength +3LH||2||N||Uncommon||Also known as a knight’s sword, a spatha and sometimes a broadsword|
|Falchion||Strength +3LH||3||N||Uncommon||A fusion between the arming sword and the sabre, more common among poor soldiers|
|Sabre||Strength +2LH||2||L||Rare (West) or Uncommon (East)||Difficulty -1 with mounted combat; also known as a scimitar or saif|
|Bastard Sword||Strength +4LH||3 (4 one handed)||N||Rare||May be used one or two handed; rare on account of technological simplicity but becomes more common with the advent of plated armour|
|Greatsword||Strength +5LH||4||N||Very Rare||Difficulty +1; 2 Hand; Very rare on account of technology simplicity but becomes more common with the advent of plated armour|
|Long Weapons||(no penalty vs. mounted targets)|
|Javelin (melee)||Strength LP||2||N||Common|
|Pitchfork||Strength +2LP||1||N||Common||2 Hand; a common tool that can be improvised as a weapon|
|Spear (one-handed)||Strength +1LP||2||N||Common||Difficulty +1 unless specialised|
|Spear (two-handed)||Strength +3LP||1||N||Common||2 Hand|
|Common Staff||Strength +1B||1||N||Common||2 Hand; a simple walking stick; -1 difficulty on disarming attempts|
|Quarterstaff||Strength +2B||1||N||Common||2 Hand; staff reinforced with metal bands on the ends, -1 difficulty on disarming attempts|
|Polearm, Fauchard||Strength +3LH||3||N||Uncommon||2 Hand; about 8 feet long|
|Polearm, Glaive||Strength +4LH||3||N||Common||2 Hand; about 8 feet long|
|Polearm, Guisarme||Strength +3LH or +2LP||3||N||Uncommon||Difficulty +1 unless specialised; +2 dice to trip attacks; 2 Hand; 6-7 feet long|
|Polearm, Voulge||Strength +5LH or +3LP||3||N||Uncommon||Difficulty +1 unless specialised; 2 Hand; +2 dice to hit if set for charge, 6-7 feet long|
|Polearm, Pollaxe||Strength +5LH, +3LS or +3LP||3||N||Uncommon||Difficulty +1 unless specialised; 2 Hand; +2 dice to hit if set for charge, about 6 feet long|
|Lance, Light||Strength LP or 6 levels on charge||2||N||Uncommon||Fragile (on a successful charge, the lance breaks on a roll of 1-4 on a d10); see DAV, pp. 245-246; usually 9-10 feet long|
|Lance, Heavy||Strength LP or 8 levels on charge||3||N||Uncommon||Fragile (on a successful charge, the lance breaks on a roll of 1-2 on a d10), see DAV, pp. 245-246; usually 12-14 feet long|
|Lance, Compound||Strength LP or 9 levels on charge||4||N||Rare (West) or Uncommon (East)||Fragile (on a successful charge, the lance breaks on a roll of 1-3 on a d10), see DAV, pp. 245-246; usually 16-18 feet long|
|Knife (thrown)||Strength LP||2||C||Common||Range 10 feet, Dice pool drops by 1 for each 10 feet beyond.|
|Dagger (thrown)||Strength LP||2||C||Uncommon||Difficulty +1; Range 10 feet; Dice pool drops by 1 for each 10 feet beyond.|
|Common Hammer (throw)||Strength +1B||2||C||Common||Difficulty +1; Range 10 feet; Dice pool drops by 1 for each 10 feet beyond|
|Hatchet (thrown)||Strength +1LH||2||C||Common||Difficulty +1; Range 10 feet; Dice pool drops by 1 for each 10 feet beyond.|
|Javelin (thrown)||Strength +2LP||2||N||Common||Range 30 feet; Dice pool drops by 1 for each 30 feet beyond.|
|Spear (thrown)||Strength +1LP||2||N||Common||Range 20 feet; Dice pool drops by 1 for each 20 feet beyond.|
|Rock||Strength B||2||N||Common||Range 20 feet; Dice pool drops by 1 for each 20 feet beyond.|
|Missile Weapons||(see house rules concerning reloading)|
|Bow, Short||4 LP||2||L||Common||Range 60 feet; Dice pool drops by 1 for each 60 feet beyond. Usually 1 loose/turn if stationary|
|Bow, Composite Short||4 LP||2||L||Common||Range 70 feet; Dice pool drops by 1 for each 70 feet beyond. Usually 1 loose/turn if stationary|
|Bow, Long||6 LP||3||N||Uncommon||Range 100 feet; Dice pool drops by 1 for each 100 feet beyond. Usually 1 loose/turn if stationary|
|Bow, Welsh Long||7 LP||4||N||Very Rare||Range 120 feet; Dice pool drops by 1 for each 120 feet beyond.Usually 1 loose/turn if stationary|
|Crossbow, Light||4 LP||2||L||Uncommon||Range 60 feet; Dice pool drops by 1 for each 80 feet beyond. Usually 1 loose/ 2 turns if stationary|
|Crossbow||6 LP||2||N||Uncommon||Range 80 feet; Dice pool drops by 1 for each 80 feet beyond. Usually 1 loose/ 3 turns is stationary|
|Crossbow, Heavy||7 LP||3||N||Rare||Range 100 feet; Dice pool drops by 1 for each 100 feet beyond. Usually 1 loose/ 6 turns if stationary|
|Sling||3 B||2||C||Common||Range 50 feet; Dice pool drops by 1 for each 50 feet beyond. Usually 1 loose/ turn if stationary|
|Staff Sling||4 B||2||N||Uncommon||Range 70 feet; Dice pool drops by 1 for each 70 feet beyond. Usually 1 loose/ 2 turns if stationary|
|Armour Type||Soak||Penalty||Min. Str.||Conceal||Frequency||Notes|
|Light Armour||1 B/ 2 L||-||1||L||Common||helm required to protect the head|
|Composite Armour||2 B/ 3 L||-1 Dexterity||2||L||Common||helm required to protect the head|
|Heavy Armour||3 B/ 4 L||-2 Dexterity||3||N||Uncommon||helm required to protect the head|
|Knight’s Armour||4 B/ 4 L||-2 Dexterity||3||N||Rare||helm required to protect the head|
|Shield Type||Parry Diff.||vs. Melee||vs. Missile||Min. Str.||Frequency||Notes|
|Buckler||4||+0||+0||1||Common||Ease of production makes it Common, but unusual outside of cities|
|Round Shields||5||+1||+1||2||Common||Passive melee benefit lost while mounted|
|Boss Shields||5||+1||+1||2||Rare (obsolete)||Boss shields are Common in technology poor cultures; passive melee benefit lost while mounted|
|Kite Shields||6||+1||+1||3||Uncommon||Common wherever Norman culture is dominant; passive melee benefit lost while on foot|
|Tower Shields||9||+2||+3||3 to carry, 4 to wield||Rare||Basically a small mantlet sans wheels, this shield is staked to allow a crossbowman greater safety to reload. It is a precursor to the true Pavise, which will be developed by the 14th century|
|Dagger or Knife||5||+0||+0||1||Common||benefit gained only when a shield is not in use|
|Sword||6||+1||+0||2-4 as appropriate||as appropriate||benefit gained only when a shield is not in use|
WEAPON AND ARMOUR TRAITS
The following traits and notes are used in the adjacent weapon and armour tables:
- Damage: the number of dice used to determine damage and its type. B= Bashing, LP= Piercing, LS= Smashing, LH= Hacking, Agg= Aggravated. Note that Cainites take half damage from bashing weapons, but not smashing ones.
- Min. Str.: The minimum strength required to wield (not necessarily carry) a weapon or shield or wear a suit of armour.
- Conceal: A rough estimate as to how easily a weapon or armour can be concealed within clothing. P= Pouch or Pocket, C= in loose clothing (ie. tunic), L= in a long cloak or coat, N= not at all.
- Frequency: the likelihood that the item can be found at a given settlement.
- Range: The distance with ranged weapons can be used without penalty. For each increment beyond, a die is lost from the attackers pool. When a pool reaches 0 dice, the enemy is out of effective range for the attacker. No thrown weapon may travel more than 5 range increments. No missile weapon may travel more than 10 range increments.
- Soak: The number of dice added to a defender’s Stamina (+Fortitude) pool for the purpose of soaking damage when attacked. Most armours have different ratings for soaking bashing (B) and lethal (L) damage.
- Penalties: For armour, the reduction in a wearer’s effective Dexterity (Dex) or Perception (Per) pools when that armour or helm is worn. Note that a penalty may not be negated below -1.
- Parry diff.: For shields and other parrying weapons, the difficulty of Dexterity + Melee rolls to parry incoming attacks with the item.
- vs. Melee: For shields and other parrying weapons, the value added to the passive defence of the defender when a weapon is used against them in hand-to-hand combat (Brawl or Melee attacks).
- vs. Missile: For shields and other parrying weapons, the value added to the passive defence of the defender when a weapon is shot or thrown at them (Athletics or Archery attacks).
- 2-Hand: this weapon may not be used one-handed.
- Fragile: This weapon has a chance of breaking after each charge. See the item notes for details.
Armour Descriptions and Benefits
- Light Armour (Resources 1, Frequency Common): is comprised of pieces of leather, sometimes hardened by boiling (called cuir bouilli) and sometimes layered with quilt. The hides worn by warriors, woodsmen and the like of the northern European wilds are thick enough to provide this sort of protection. The padding (known as gambeson) worn under heavy armour counts as light armour when worn alone. Light armour is resistant to bashing attacks (difficulty 6 to soak), but provides less protection from hacking, smashing or piercing attacks (difficulty 7 to soak).
- Composite Armour (Resources 2, Frequency Uncommon): is slightly heavier, either comprising a light mail shirt over a quilt backing (commonly called a haubergeon) or leather reinforced with studs, rings or strips of metal (precursors to what will one day be called brigandine, or coat-of-plate). Quite frequently, poorer soldiers will scavenge armour piece-meal from the battlefield, and this combination of leather, scale and mail is also considered composite. The leather lamellar scale armour common in the Byzantine east also falls into this category. Composite armour is of most use against bashing and hacking attacks (difficulty 6 to soak), but tends to provide little protection from smashing and piercing attacks (difficulty 7 to soak).
- Heavy Armour (Resources 3, Frequency Rare): is the armour worn by a typical well-to-do knight in the early 13th century. It comprises a heavy mail shirt (or hauberk) that reaches down to the knees, mail leggings, mittens and coif. It is usually worn with a great helm, although many knights discard it after the initial lance charge, before melee is closed and visibility and breathing becomes more important. The iron lamellar scale armour (known as klivanion) common to the resourceful Byzantine warrior also falls into this category. Heavy armour provides excellent protection against hacking and bashing attacks (soak difficulty of 5) but only standard protection and smashing and piercing attacks (soak difficulty of 6).
- Knights’ Armour (Resources 4, Frequency Rare): a more advanced iteration of heavy mail, this armour is, despite its misleading name, worn most often by high ranking nobles rather than the typical knight. Indeed, this armour is custom-fitted, and a master armourer is required to alter a captured suit to a new wearer’s specifications. It consists of a double layer of mail over the torso, as well as primitive greaves (known as schynbalds), lower arm vambraces and a pixane (mail gorget). Klivanion reinforced by a thick, quilted overcoat known as epilorikion (for cavalrymen) or kabadion (for infantrymen) will also provide this level of protection. Knight’s armour, in all its variants, allows the soaking of hacking, bashing and smashing damage with a difficulty of 5, and the soaking of piercing damage against the standard difficulty of 6.
- Exceptional Armour: As noted elsewhere, a sufficiently monied character can pay to have a master armourer make exceptional armour for them. Like knight’s armour, it is always custom-fitted, and the effort to find and retain a craftsman capable of creating it should be considerable. Such talents can afford to charge a premium, and their patrons guard their safety jealously. The advantages of such armour are worth the effort for those who can afford such lavish expense. Each added Resources dot devoted to the cost of the armour may do one of the following: increase soak dice by one, reduce dexterity penalty by one, reduce perception penalty by one. Note that this is the only means by which these penalties may be removed altogether.
- Extraodrinary Armour: The Toreador knights of the Sable Rose, a secret sub-order within the Knight’s Hospitaller, number some of the finest armourers and weaponsmiths in the world. With the benefit of a foundation of knowledge undiminished by the fall of Rome and the technological dark age that followed, they have honed their skill to create arms and armour many decades, perhaps even centuries, ahead of the mortal learning curve of metallurgy and manufacturing. The servants of Andrew of Normandy guard their secrets jealously indeed, but a single captured sword or suit of armour would fetch a king’s ransom from certain collectors. Although they are careful to hide these arms except when conducting midnight sorties on crusade, wild tales have filtered back from the Levant of vengeful knights in blackened plate armour, fluted and carved with rose motifs, crucifixes and biblical scripture.