Emporium - Arms

ARMS

Just as armour has its fashions and areas of excellence, so too do arms. Current popular weapons are the spear, sword (especially broad and long), axe and the bow and arrow. Crossbows are becoming popular for armies and guards, as they require less training and skill than the bow. In Chaubrette, a new type of long dagger called the Anelace is becoming popular, carried at the small of the back and used in a paired fighting style with either another anelace or in combination with a rapier, another recently developed weapon.

Maces and war hammers have become increasingly popular to combat the rise in popularity of chain mail – as the impact of the blow is sufficient to cause damage without having to penetrate the armour.

As with armour, Kurland is also a renowned for its manufacture of weapons. The towns of Barendorf and Langschwert are synonymous with sword blades. The Barendorf ‘trademark’ of a rearing bear incised on the blade has become to signify exceptional quality, so much so that it is rumoured that some less scrupulous Langschwert arms makers have started to mark their own blades with it. Drachenzahn is also known for making fine swords and Haltenberg for its production of crossbows. Cornumbria is famous for its longbows, and the County of Braeburg, especially the town of Leod, make high quality maces and war hammers.


MELEE WEAPONS

Weapon Cost Wgt Avail. Weapon Cost Wgt Avail.
Axe, Battle5 GF7 lbsAverageMace, Light5 GF6 lbsCommon
Axe, Hand1 GF5 lbsCommonMancatcher30 GF8 lbsRare
Axe, Orcish30 GF10 lbsRareMorningstar10 GF12 lbsRare
Club, Cudgel2 sp3CommonPick, Heavy8 GF6 lbsScarce
Club, Great5 GF15 lbsRarePick, Light7 GF4 lbsScarce
Club, Heavy Stick2lbsPlentifulSpear8 sp5 lbsCommon
Club, War15 sp6 lbs15 spSpear, Long5 GF8 lbsScarce
Dagger2 GF1 lbCommonSpear, Mercanian35 GF6 lbsRare
Dagger, Poniard5 GF½ lbScarceStaff, Quarter1GF4 lbsCommon
Fauchard5 GF7 lbsScarceSword, Bastard25 GF10 lbsScarce
Flail, Heavy15 GF15 lbsRareSword, Broad10 GF4 lbsCommon
Flail, Light8 GF5 lbsScarceSword, Falchion17 GF8 lbsCommon
Fork, Military5 GF7 lbsAverageSword, Great50 GF15 lbsRare
Fork, Pitch1 GF6 lbsPlentifulSword, Hudristanian Sabre35 GF8 lbsVery Rare
Guisarme5 GF8 lbsScarceSword, Long15 GF4 lbsAverage
Halberd80 GF15 lbsRareSword, Rapier15 GF4 lbsRare
Knife5 sp1/2 lbPlentifulSword, Sabre17 GF5 lbsAverage
Lance, Heavy15 GF15 lbsRareSword, Short10 GF3 lbsCommon
Lance, Jousting20 GF20 lbsRareWar Hammer, Great40 GF12 lbsRare
Lance, Light6 GF5 lbsScarceWar Hammer, Heavy5 GF10 lbsScarce
Lance, Medium10 GF10 lbsScarceWar Hammer, Light2 GF6 lbsAverage
Mace, Heavy10 GF10 lbs Average

Weapon Spd Type ROF Range Dmg (M/L) Comments
Axe, Battle(HH)

Av(7)


S



1d8/1d8
Axe, HandFa(4) S1/110/20/30 1d6/1d4Can also be thrown, called shot to ruin shield
Axe, Orcish(2H)Sl(9) S1d10/2d8
Club, Cudgel(HH)Fa(4) B1/110/15/251d6/1d3
Club, Great(2H)Sl(9) B2d4/1d6+1
Club, Heavy StickFa(3) B1/110/15/201d3/1d2
Club, War(HH)Av(7) B/S1/110/20/301d6+1/1d4+1
DaggerFa(2) P2/110/20/301d4/1d3Reach of 0
Dagger, PoniardFa(2) P2/110/20/301d3/1d2Reach of 0, +2 to hit versus leather, mail and plate
Fauchard(2H)Sl(8) S1d6/1d8Reach of 2
Flail, Heavy(HH)Av(7)B1d6+1/2d4+1 to hit opponents in plate armour
Flail, Light(HH)Av(6) B1d4+1/1d4+1+1 bonus against shields, +2 bonus to trap or disarm an opponent’s weapon
Fork, Military(2H)Av(7) P1d8/2d4Reach of 2
Fork, Pitch(2H)Av(7) P1d6/1d6+1
Guisarme(2H)Sl(8) S2d4/1d8Reach of 2
Halberd(2H)Sl(9) P/S1d10/2d6Reach of 2, +2 to against plate armour
KnifeFa(2) S/P2/110/20/301d3/1d2Reach of 0
Lance, Heavy(2H)Sl(10) P1d8+1/3d6Reach of 2, double damage in a mounted charge
Lance, Jousting(2H)Sl(10) B1d3-1/1d2-1Reach of 2, double damage in a mounted charge
Lance, Light(2H)Av(6) P1/110/15/201d6/1d8Reach of 2, double damage in a mounted charge
Lance, Medium(2H)Av(7) P1d6+1/2d6Reach of 2, double damage in a mounted charge
Mace, Heavy(HH)Av(7) B1d6+1/1d6+2 to hit mail armour
Mace, Light(HH)Av(6) B1/110/15/201d6/1d4+1 to hit mail armour
Mancatcher(2H)Av(7) BRead description for special abilities, dismounts a rider on a successful hit
Morningstar(HH)Av(7) B/P2d4/1d6+1+1 to hit plate armour
Pick, Heavy(HH)Av(7) P1d6+1/2d4+2 to hit versus plate armour
Pick, LightAv(5) P1d4+1/1d4+1 to hit plate armour
Spear(HH)Av(6) P1/110/20/301d6+1/1d8Reach of 2, double damage when set to receive a charge
Spear, Long(2H)Sl(8) P2d6/3d6Reach of 3, double damage when set to receive a charge
Spear, Mercanian(HH)Av(7) P/S2d4/2d6If used 2 handed, has a reach of 2, wings give +2 bonus on trap and block attempts, double damage when set to receive a charge
Staff, Quarter(2H)Fa(4) B1d6/1d6
Sword, Bastard(HH)Av(6) S1d8/1d12Does 2d4/2d8 damage wielded in 2 hands, but is speed Sl(8)
Sword, BroadAv(5) S2d4/1d6+1
Sword, Falchion(HH)Av(5) S1d6+1/2d4
Sword, Great(2H)Sl(10) S1d10/3d6+2 to hit mail or plate
Sword, Hudristanian Sabre(2H)Av(7) S2d4/2d8+1 to hit mail
Sword, Long(HH)Av(5) S1d8/1d12
Sword, RapierFa(4) P1d6/1d8+1 to hit all mail
Sword, SabreAv(5) S1d6+1/1d8+1Made with a basket hilt
Sword, ShortFa(3) P1d6/1d8
War Hammer, Great(2H)Sl(8) B2d4/1d10+2 bonus to hit opponents in plate or mail
War Hammer, Heavy(HH)Av(6) B1/110/15/201d6+1/1d4+1+1 bonus to hit plate or mail
War Hammer, Light(HH)Fa(4)B1/110/20/301d4+1/1d4+1 bonus to hit plate or mail


RANGED WEAPONS

Weapon Cost Wgt Avail. Weapon Cost Wgt Avail.
Bow, Cornumbrian150 GF3 lbsRareDart, Lavasse Arrow1 GF1 lbRare
Bow, Desert100 GF2 lbsVery RareDart, War5 sp1/2 lbAverage
Bow, Long75 GF3 lbsScarceSling5 cb1 lbPlentiful
Bow, Short30 GF2 lbsCommonSpear, Throwing5 sp2 lbsAverage
Crossbow, Heavy50 GF14 lbsScarceStaff Sling, Hin2 sp2 lbsAverage
Crossbow, Light35 GF7 lbsScarce
Weapon Type Spd. ROF Range Dmg (M/L) Comments
Bow, Cornumbrian (2H)PAv(7)2/170/140/2701d8/1d8
Bow, Desert (2H)PAv(6)2/160/120/2201d6/1d6
Bow, Long (2H)PAv(7)2/1 70/140/2001d8/1d8
Bow, Short (2H)PAv(7)2/150/100/1501d6/1d6
Crossbow, Heavy (2H)PSl(10)1/280/160/2401d8+1/1d10+1At medium range gains +2 to hit and at short range +5 to hit versus armour
Crossbow, Light (2H)PAv(7)1/160/120/1801d6+1/1d8+1At medium range gains +2 to hit and at short range +5 to hit versus armour
Dart, Lavasse ArrowPFa(4)2/130/45/901d4/1d3
Dart, WarPFa(2)3/110/20/401d3/1d2
SlingBAv(6)1/150/100/2001d4+1/1d6+1See item description of further details
Spear, Throwing (HH)PFa(4)1/120/40/601d6/1d6Damage is 1d4+1/1d4 when used as a melee weapon
Staff Sling, Hin (2H)BSl(11)1/1 30/60/801d4+1/1d6+1


AVAILABILITY

Settlement
Item is… Village Large Village Small Town Town Major Town or City
Very Rare 1% 5% 5% 10% 25%
Rare 3% 7% 10% 15% 30%
Scarce 5% 10% 15% 25% 40%
Average 10% 20% 27% 35% 55%
Common 20% 35% 45% 50% 80%
Plentiful 35% 60% 65% 70% 100%



CRAFTSMANSHIP

Turaso

The smiths in the city of Turaso in Tierra are considered the standard of excellence for Ipeiran weapons, especially bladed weapons. Turaso smiths destroy those blades that do not meet their rigorous standards. All metal weapons made in Turaso are made of Rose Steel, a very high quality steel alloy. The secret of Rose Steel is closely guarded by the smiths of Turaso, one they don’t even share with smiths in other nearby towns. It is said that the blades of Turaso are quenched in the holy tears of Chosen Armando, the patron of Turaso and smiths, and as a result it is unbreakable. Rose steel is said to get its name from both the blooming rose that is etched upon each blade or piece of armour crafted in the city of Turaso and the slight red-brown sheen the metal casts when it reflects light at certain angles.

Turaso blades are famed for their craftsmanship – that is the amazing balance and sharpness of the weapon – as much for its strength and toughness.

The following modifiers are applied to metal weapons from Turaso:

  • +2 to hit for all metal weapons
  • +2 to damage for metal slashing and piercing weapons
  • -1 to weapon speed
  • Blades almost never need to be sharpened and need only minimal care
  • +4 to item saving throws
  • +4 bonus to reactions and the following skills Credit Rating, Oratory, Diplomacy, Persuasion, Leadership and Bureaucracy where martial prowess or social standing are relevant.
  • Reduce weight by 10%
  • Cost: +1,800 GF for bladed weapons; +900 GF for metal bludgeoning weapons.

Barendorf

Barendorf is one of the most prolific centres of sword and bladed weapon manufacture in Kurland. Barendorf smiths stamp their blades with the Barendorf bear, a rendition of the bear on the city’s coat of arms. It is said that the bear confers its fighting spirit and toughness to the blade’s bearer, and thus their swords attract a great premium.

The following modifiers are applied to bladed weapons from Barendorf:

  • +2 to hit
  • +3 bonus to reactions and the following skills Credit Rating, Oratory, Diplomacy, Persuasion, Leadership and Bureaucracy where martial prowess or social standing are relevant.
  • +2 on item saving throw
  • Cost: +800 GF for swords; +600 GF for all other metal bladed weapons

Langschwert

Langschwert, the ‘City of Swords’, has long been renowned for the manufacturing of swords, knives, spears, and daggers and is the most prolific centre for manufacture of these items in Kurland. Recently, Langschwert smiths have begun to recognise the benefit of the Barendorf bear and it is said that they have adopted it for themselves. The quality of Langschwert blades are prized throughout northern Ipeiros for their superior balance and sharpness.

The following modifiers are applied to bladed weapons from Lanschwert:

  • +1 to attack rolls and +1 to damage
  • +2 bonus to reactions and the following skills Oratory, Diplomacy, Persuasion, Leadership and Bureaucracy where martial prowess or social standing are relevant.
  • +1 on item saving throw
  • Cost: +750 GF for swords, +550 GF for all other bladed weapons

Drachenzahn

The village of Drachenzahn has benefited from its placed on the Arokose River, where it is placed at the intersection of major trade routes. This location has fuelled Drachenzahn’s growth into a town and also spread word of the quality of its swords and plate armour.

The following modifiers are applied to swords from Drachenzahn:

  • +1 to hit
  • +1 bonus to reactions and the following skills Oratory, Diplomacy, Leadership and Bureaucracy where martial prowess or social standing are relevant.
  • +1 on item saving throws
  • Cost: +400 GF for swords

Haltenberg

Haltenberg is a relatively young town, only founded at the beginning of the 9th century but experiencing rapid expansion and growth in importance. The artisans, engineers and craftsmen of Nuremberg are well regarded throughout the continent. These skills have combined to produce high quality crossbows with superior wood, mechanics and balance.

The following modifiers are applied to crossbows from Haltenberg:

  • +1 to hit with crossbow
  • +1 bonus to reactions and the following skills Oratory, Diplomacy, Leadership and Bureaucracy where martial prowess or social standing are relevant.
  • +1 on item saving throw
  • Range increased by 10%
  • Cost: +380 GF for crossbow

Cornumbria

From a weapons manufacture point of view, Cornumbria is already well known for its longbows. As the culture and use of the longbow matured in Cornumbria, so has the weapon itself. They have continued to find ways to increase the power of their bow, leading to the creation of a truly fearsome weapon — the Cornumbrian Warbow. The draw on the bow is incredibly strong, requiring powerful back, leg, shoulder and arm muscles to use. For this reason, a character must have a Strength score of 14 or greater to use this weapon. For characters with strength bonuses, use the normal longbows price for determining the addition cost.

The following modifiers are applied to the Cornumbrian Longbow to create the Warbow:

  • +1 to hit and +1 damage with bow
  • Range becomes 84/168/324
  • +1 bonus to reactions and the following skills Oratory, Diplomacy, Persuasion, and Leadership where martial prowess or social standing are relevant.
  • +1 on item saving throw
  • Cost: +770 GF for the warbow

They also make high quality shortbows, that have the following modifiers:

  • +1 to hit with bow
  • +1 on item saving throw
  • Range becomes 55/110/180
  • Cost: +410 GF

Leod

Leod, in the County of Braeburg, has a long history of manufacturing ‘knightly’ weapons. As a direct response to the advent of plate armour, and the high quality plate produced by Kurland, the Prince ordered the smiths to develop weapons that were effective against such armour. Consequently, the smiths of Leod have learnt how to develop high quality maces, warhammers and picks.

The following modifiers are applied to maces, hammers and picks from Leod:

  • +1 to hit with maces, hammers and flails
  • +1 bonus to reactions and the following skills Oratory, and Leadership where martial prowess or social standing are relevant.
  • +1 on item saving throw
  • Cost: +320 GF

Good Quality Weapons

Arms makers in other parts of the world also produce good quality weapons. These weapons receive the following modifiers:

  • +1 on item saving throws
  • Cost: +200 GF

Poor Quality

Poor quality weapons are shabbily made and their balance and sharpness is lacking. These weapons suffer a -1 to hit and damage.


MODIFICATIONS

Axe Head

Swung, hafted weapons such as halberds, picks and warhammers, can have an axe head behind its normal striking head. The axe head inflicts normal damage for the weapon with a -1 damage penalty. Cost is +30 GF and weight is increased by 1 lb.

Barbs

Barbs are generally raked cut-outs rather than extra bits that stick out and reduce penetration. They don’t affect initial damage, but pulling out the weapon requires a Muscle check, inflicting half the standard damage it caused going in. Barbs can be added to arrows, bolts, spears and weapons with spear points. Barbs multiple the weight by 1.1. Arrows and bolts cost x3 while all other weapons cost +60 GF.

A barbed weapon can be removed without causing this damage by making a successful First Aid, Physician or Heal check with a -5 penalty.

Baskethilt

Baskethilts provided protection to the hand and also work as an iron gauntlet when it comes to punching. As a result of the extra protection the afford the hand, they provide a +1 bonus to parry and block attacks. They are mainly applicable to swords, though they can be added to any weapon with a hilt. They cost x1.2 and increase the weight by 1 lb.

Butt Spike

Melee weapons with long shafts can have butt spikes. These spikes primary function is as stabiliser, planting the shaft into the ground. When used in this fashion it adds +1 to hit to receive a charge. The butt-spike can also serve as a secondary weapon, turning the weapon into a double weapon. Also, if the shaft of the weapon is broken the remaining portion can still function. A butt spike allows a piercing attack for -1 point relative to the weapon’s standard damage. Butt spikes are applicable for spears, halberds, fauchard, and guisarmes.

Butt spikes disrupt the weapon’s balance for throwing: -2 to hit and range is halved.

Flanges and Spikes

Blunt weapons such as clubs, maces and warhammers may be given flanges or multiple small spikes. These give +1 to bludgeoning damage, cost +60 GF, and are applicable to maces, flails, clubs, quarterstaves, and warhammers.

Fork (Hook)

A swung weapon, including a sword, can have a small hook that assists in snagging opponents. Hooking provides a +1 on pull and trip attempts for a weapon used one handed and +2 for a weapon wielded 2 handed. They do not cause any damage however. Cost is +25 GF.

Clubs, swords, warhammers, axes, picks, halberds, military forks, fauchards, guisarmes, maces, and morningstars can all have hooks.

Hammer

Axes and picks can have a hammer head behind its striking head. Damage is that of its usual swinging attack but bludgeoning. Base cost is +25 GF.

Pick

Battle axes, Orcish axes, warhammers, clubs, fauchards, guisarmes and halberds can all have a spike added at right angles to its haft. Damage is that of its usual attack but is piercing. The weapon also gains the benefits of a hook. Cost +60 GF and weight is increased by 1lb.

Prongs

A weapon can have prongs added around the head (if spear or hafted) or just above the handle (if a blade). It may have one large prong or two or more smaller ones – the game mechanics are identical. Prongs give the wielder +2 on trap and block attempts. On a spear prongs prevent enemies from running themselves through to close with you. Cost is +50 GF and weight +1 lb.

Spearhead

A hafted weapon can add a small spearhead or spike that does piercing 1d3 for one handed weapons, 1d4 for HH weapons and 1d6 for 2H weapons. Warhammers, picks, maces, halberds, clubs and axes can be modified in this way. Cost is +30 GF and weight +1 lb.

EXOTIC MATERIALS

The normal materials for weapons are high quality wood, steel and iron. However, tips and blades for weapons have been made from many materials across the ages – due to the unavailability of high quality metals or metal working techniques, or for decorative purposes. In all cases, the replacement of steel with another material hampers the performance of the weapon – all special properties of a weapon (such as armour piercing) are lost if any of the following materials are used to replace steel or hardened iron.

Bone

Bone is fragile when dry but can be used for weapons. Unfortunately it is very fragile and can only be used for smaller stabbing blades (daggers, knives, spears) and arrowheads. Bone weapons inflict significantly less damage than steel weapons. To reflect this, reduce the normal damage by 2 dice categories (that is, a d6 becomes a d3, a d4 becomes a d2, and a d3 or less becomes 1 point of damage). Also, due to their fragility, when bone weapons hit an opponent or parry an attack there is a chance they will shatter. On such an occasion the wielder must roll 1d6, on a 1 the weapon shatters and becomes useless. When a weapon shatters, it still inflicts damage as normal for that attack.

Specially made bone weapons cost a quarter of the normal cost of the weapon.

Cheap Iron and Steel

Using low quality iron and steel essentially means that the flexibility and toughness of the weapon is significantly reduced. This means that the weapon breaks on a natural 1 to 5 or blocking a critical hit.

Cold Iron

Cold iron refers to raw iron that has been hammered into shape without the benefit of a forge. It is an ancient and primitive form of metal working and its products are distinctly inferior. Cold iron weapons suffer a -1 penalty to hit and damage rolls. Cost x3 – while the raw materials remain the same it takes 3 times as long to make the weapon.

Gold

Making a weapon of pure gold, rather than gilting, is a costly exercise. Also, the soft and malleable nature of gold means that it has a penalty to hit and damage in normal combat: -1 for daggers and knives, -2 for all other single and half-handed weapons, and -3 for all two handed weapons. Further, 0 or less damage is rolled, it indicates that the weapon has bent or become useless and is unusable until a smith straightens the weapon.

Gold weapons are heavier than steel or iron ones, so multiply the weight of the item by 2.1. To determine the cost of a weapon made of pure gold, multiply the weapons new weight by 9000 GF and add this to the cost of the item.

Hard Wood

Piercing attacks suffer a -1 to hit and -1 to damage but otherwise remain the same. This assumes that the wood has been fire hardened. Unhardened wood suffers another -1 (total -2) to piercing damage.

Slashing attacks become bludgeoning attacks, suffering a -2 to hit but damage remains the same. Such weapons are quite capable of inflicting serious injuries, such as shattering bones.

Bludgeoning weapons where metal is replaced with hard wood remain unchanged.

For all weapons made from hard wood, the cost is halved and weight is increased by x1.15.

Silver

A weapon made from pure silver is an extravagent way of demonstrating ones wealth. Should a silver weapon be used in normal combat, it suffers a -1 penalty to hit and damage rolls and needs to be sharpened and cared for after the fight. The time required to care for the weapon is equivalent to the amount of damage inflicted in phases.

Also, because of the soft and malleable nature of silver, if 0 damage is inflict by a weapon made of pure silver, the weapon bends and useless, unable to be used further in combat until it is repaired by a smith.

For weapons of silver, multiply the weapon’s normal weight by 1.15. To determine the cost, mulitply the new weight of the weapon by 1,000 GF and add this to the normal cost of the item.

Soft Wood

Soft woods are not nearly as effective as hard woods when replacing steel and iron. Piercing attacks suffer a -2 to hit and -2 to damage. This assumes that the wood has been fire hardened or baked in a very hot sun. Unhardened wood suffers another -1 (total -3) to piercing damage.

Slashing attacks become bludgeoning attacks, suffering a -2 to hit and damage is reduced by a dice category (that is a d6 becomes a d4, a d4 a d3 and so on).

Bludgeoning weapons where metal is replaced with soft wood reduce te damage inflicted by a dice category.

For all weapons made from soft wood, the cost is a fifth of the normal price and weight is halved.

Stone

Stone weapons are worth less money and do less damage. Stone weapons have a chance of breaking every time they inflict maximum rolled damage or parry an attack. Each time one of these occurs, the wielder must roll 1d6, and the weapon breaks on a roll of 1 and becomes useless. If a weapon breaks, it still does its normal damage for that attack.

Stone weapons inflict less damage than their steel counterparts. To reflect this, reduce the normal damage by a dice category (that is, a d6 becomes a d4, a d4 becomes a d3, a d3 becomes a d2 and a d2 becomes 1 point of damage). Also, all ranges of stone thrown weapons are reduced to 3/4 of the normal range (round up).

Stone weapons cost a third of the normal cost of the weapon.

Emporium - Arms

Shadows Gather Darkly Mordenheim