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Chapter 9: Equipment<br />

Weapons<br />

There are 3 categories of weapons: melee<br />

weapons for armed combat in close quarters, miscellaneous<br />

weapons in which characters usually do<br />

not train but may use nonetheless, and missile weapons<br />

for distant combat. The weapons in the tables<br />

are numbered to facilitate the determination of Plunder<br />

in Chapter 14: Treasure.<br />

Cost is listed in silver pieces (s.p.).<br />

Type determines whether the weapon is a<br />

Stabbing, Hacking, or Pounding weapon, or a combination<br />

of these 3. For example, a horseman’s battle<br />

axe is primarily a hacking weapon, though due to its<br />

back spike the wielder may also reverse their grip<br />

and use it for stabbing.<br />

Each weapon also has either A (Agility), SA<br />

(Strength and Agility), or S (Strength) listed. ‘A’<br />

weapons may be used to attack twice per round in<br />

combat, while ‘S’ and ‘SA’ weapons may be used to<br />

attack once per round in combat. The number of<br />

attacks per round may be increased with SP, as noted<br />

in the Weapon (General) and Weapon (Specific) skills<br />

(see Chap. 8: Skills). S, SA, and A weapons differ in<br />

which sub-ability modifiers (Hand-Eye Coordination<br />

and/or Agility) are used, and in what proportion.<br />

For more information, see the Weapon (Specific)<br />

skill.<br />

Size of the weapon is Tiny (less than 24”),<br />

Small (24-36”), Medium (37-48”), or Large (>48”).<br />

For example, a battle axe is a weapon of medium<br />

size (48”), while a hand axe (hatchet) is a tiny weapon<br />

(15”). Weapons are always the same size listed. There<br />

are not larger versions of these weapons for larger<br />

humanoids. Weapon size and creature size affect<br />

Smiting (see Chap. 10: Combat). Weapon size affects<br />

Delivery Penalty.<br />

Weight is listed in pounds, so a dagger<br />

weighs 1 pound.<br />

Weight Distribution is the location of the<br />

balancing point of the weapon, considering the<br />

handle or end closest to the wielder as 1, and the tip<br />

or end closest to the foe as 100. The range of Weight<br />

Distribution is 1-100.<br />

Fulcrum Range is where the wielder places<br />

their hand or hands. If both hands are used, then<br />

the hand closest to the attacking-end of the weapon<br />

430<br />

is considered the fulcrum. The location of their<br />

hands is the point from which leverage is gained.<br />

The higher the number, the closer the fulcrum is to<br />

the attacking-end of the weapon. The lower the<br />

fulcrum on a hacking or pounding weapon, the more<br />

damage is delivered but it has a higher Delivery Penalty<br />

(see Delivery Penalty on the next page). Therefore,<br />

the higher the fulcrum on a hacking or pounding<br />

weapon, the less damage is delivered but it has a<br />

lower Delivery Penalty.<br />

Range lists the range increments of the<br />

weapon. First, however, the maximum range and<br />

maximum effective range must be calculated. The<br />

maximum range of a hurled weapon (such as a dagger<br />

or hatchet) is equal to the cube root of the<br />

hurler’s Strength divided by the weight of the<br />

weapon hurled, and the result is multiplied by 50.<br />

For example, a human with 150 Strength has a maximum<br />

range of hurling a hatchet 132 feet away. The<br />

maximum effective range is only 75% of the maximum<br />

range. For each SP invested in the Weapon<br />

Specific skill, the maximum effective range is increased<br />

by 1%, but it can never exceed the maximum<br />

range. For example, a human with a maximum<br />

range of 132 feet for hurling a hatchet has a<br />

maximum effective range of 99 feet if 0 SP are invested.<br />

If an object or weapon is hurled beyond<br />

maximum effective range, yet within maximum<br />

range, then it may only hit the target on a natural 30<br />

of 3d10. The range increments of projectile weapons<br />

(such as a bow or crossbow) are listed as a constant,<br />

irrespective of the Strength of the attacker.<br />

The maximum range of a projectile weapon is 10<br />

times the amount listed. However, for hurled weapons<br />

the Strength sub-ability is divided to determine<br />

the range increment. For instance, if a human has<br />

150 Strength and hurls a hatchet, which has<br />

(Strength/10), then his range increment is 15 feet.<br />

For each range increment, a penalty of - 3 is applied<br />

to the Aim or Hurl skill check; the first range increment<br />

is not penalized. For example, if a human<br />

with 150 Strength hurls a hatchet at a human foe<br />

who is 90 feet away, then he incurs a - 18 penalty (-<br />

3 x 6). If the human foe in this example has average<br />

abilities and wears only clothes, then the hurler with<br />

the hatchet must roll 29 or better on 3d10 to hit the<br />

foe. Conversely, if a short bow (60’ range incre-

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