Weapon and Armour Lists

Weapons

Weapon Damage Min. Str. Conceal Frequency Notes
Axes
Hatchet (melee) Strength +1LH 2 C Common A common tool that can be improvised as a weapon; can be thrown
Hand-Axe Strength +2LH 3 L Common
Battle-Axe Strength +3LH 3 N Uncommon
Broad-Axe Strength +5LH 3 N Very Rare 2 Hand
Blunt Weapons
Club Strength +1B 1 C Common 25% likely to break on a botch and max, damage successes
Cudgel Strength +1LS 1 C Common
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
Blades
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
Thrown Weapons
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 and Helms

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
Shields and Parrying Weapons

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.

Weapon and Armour Lists

The Concord of Ashes Haligaunt