Arms & Armor

Weapons, traits, upgrades, siege engines, armor, and the metallurgy that distinguishes a militia’s spear from a knight’s mithril plate.

WeaponsTraitsUpgradesSiegeArmor
01

Weapons

Swords & Daggers

Arming Sword
load 2, cost 75+
(Martial, d8, Might/Agility, Traits: finesse, slashing, piercing)(includes shortswords, rapiers, sabers, scimitars)
Broadsword
load 2, cost 120+
(Martial, d8/d10, Might, Traits: slashing, piercing, versatile)
Longsword
load 3, cost 150+
(Martial, d12, Might, Traits: heavy, two, slashing, piercing, power)
Dagger
load 0, cost 15+
(Unique, Simple, d6, Might/Agility, Traits: finesse, light, slashing, piercing, variable)

Axes

Battleaxe
load 2, cost 25+
(Axe, Martial, d8/d10, Might, Traits: versatile, slashing, crushing)
Greataxe
load 3, cost 50+
(Axe, Martial, d12, Might, Traits: two, heavy, slashing, crushing, power)
Handaxe
load 1, cost 25+
(Axe, Simple, d6, Might/Agility, Traits: finesse, light, slashing, variable)

Clubs & Hammers

Club
load 1, cost 1+
(Club, Simple, d6, Might/Agility, Traits: light, crushing)
Greatclub
load 3, cost 5+
(Club, Simple, d10, Might, Traits: heavy, two, crushing)
Mace
load 1, cost 10+
(Club, Simple, d8, Might, Traits: crushing)
Maul
load 3, cost 25+
(Club, Martial, d12, Might, Traits: heavy, two, crushing, piercing, power)
Morningstar
load 1, cost 40+
(Club, Simple, d8/d10, Might, Traits: crushing, piercing, versatile)
Warhammer
load 2, cost 25+
(Club, Martial, d8/d10, Might, Traits: versatile, piercing, crushing)

Polearms

Staff
load 2, cost 5+
(Polearm, Simple, d6, Might/Agility, Traits: finesse, two)
Spear
load 2, cost 10+
(Polearm, Simple, d8/d10, Might/Agility, Traits: finesse, reach, variable, versatile, polearm, piercing)
Poleaxe
load 3, cost 30+
(Polearm, Martial, d12, Might, Traits: heavy, grab, reach, two, polearm, slashing, piercing, crushing)
Lance
load 3, cost 50+
(Polearm, Martial, d12, Might, Traits: reach, mounted, two, polearm, piercing)

Exotic Melee

Flail
load 2, cost 100+
(Unique, Martial, d10, Might, Traits: reach, crushing, piercing)
Javelin
load 1, cost 20+
(Unique, Simple, d6, Might/Agility, Traits: finesse, variable, piercing)
Cestus
load 0, cost 30+
(Unique, Martial, 1d6, Might/Agility, Traits: finesse, light, piercing)
Bullwhip
load 0, cost 25+
(Unique, Simple, d6, Might/Agility, Traits: finesse, slashing, reach)
Staff-Sling
load 2, cost 30+
(Polearm, Simple, d8, Might/Agility, Traits: two, crushing, variable)

Bows & Slings

Sling
load 0, cost 5+
(Unique, Simple, d6, Might/Agility, Traits: missile, crushing)
Shortbow
load 1, cost 100+
(Bow, Simple, d6, Agility, Traits: missile, piercing, 80/320)
Longbow
load 2, cost 300+
(Bow, Simple, d8, Agility, Traits: missile, piercing, 150/600)
Warbow
load 2, cost 300+
(Bow, Martial, d10, Might/Agility, Traits: missile, piercing, 120/480)

Crossbows

Arbalest
load 4, cost 250+
(X-Bow, Martial, d12, Agility/Intellect, Traits: missile, heavy, loading, power, trigger, two, 150/600)
Crossbow
load 3, cost 150+
(X-Bow, Simple, d10, Agility/Intellect, Traits: missile, loading, trigger, two, 100/400)
Hand Crossbow
load 1, cost 250+
(X-Bow, Simple, d6, Agility/Intellect, Traits: light, loading, missile, trigger, 30/120)

Firearms

Pistol
load 1, cost 250+
(Gun, Martial, 2d6, Agility/Intellect, Traits: missile, powder, loading, trigger, exploding, 20/80)
Handgun
load 2, cost 250+
(Gun, Martial, 2d8, Agility/Intellect, Traits: missile, powder, loading, trigger, exploding, 20/80)
Coachgun
load 3, cost 350+
(Gun, Martial, 3d6, Agility/Intellect, Traits: missile, powder, loading, trigger, exploding, two, 20/80)
Musket
load 3, cost 400+
(Gun, Martial, 2d10, Agility/Intellect, Traits: missile, powder, loading, trigger, exploding, two, 150/600)
Longrifle
load 4, cost 1k+
(Gun, Martial, 2d10, Agility/Intellect, Traits: missile, powder, loading, trigger, exploding, two, 250/1000)
02

Weapon Traits

Finesse
The wielder can use agility to calculate attack and damage if desired.
Heavy
This weapon requires might 15 to wield without disadvantage.
Light
This weapon can be used off-hand while dual-wielding.
Grab
This weapon can force a target to make an opposed athletics check to move a target 5 feet or dismount them.
Inaccurate
This ranged weapon makes attacks against remote targets with disadvantage.
Loading
This weapon must be loaded using a standard or bonus action before it can be fired.
Missile
This weapon can only be used for ranged attacks.
Mounted
This weapon can be used one-handed while mounted, and deals double damage if used with a mounted charge.
Penetrating
This weapon makes a separate attack against all targets in a straight line until it strikes terrain or hits max range.
Polearm
This weapon deals +3 damage on a single charge attack or if braced against an enemy’s charge.
Power
This weapon rolls damage dice twice and takes the higher roll.
Reach
This weapon can be used to strike up to 10 feet away.
Trigger
This weapon can be fired as a reaction. Multiple mechanisms can be fired as a reaction AND a standard action, if present.
Two
This weapon must be used in two hands.
Variable
This weapon can be used in melee or thrown.
Versatile
This weapon can be used 1 or 2 handed. If used in 2 hands the damage die increases one size.
03

Weapon Upgrades

Adamant
The business end of this weapon is made of adamant, a rare meteorite alloy that bypasses the soak of objects that are hard, inorganic, unmagical, and unattended (chain, brick, statues, ice, locks, etc). Wood, bone, magical items, and things a creature is carrying do NOT qualify.
Cloudsteel
This weapon is made of alchemical super-steel. Its load is reduced by half, and its might requirement is reduced by 2.
Mastercrafted
This weapon is so finely made that it acts as a +1 weapon, but it is not magical.
Mithril
This weapon is made of mithril silver, a hard and lightweight supernatural metal. It is automatically +1 (magical), has half the load of a normal weapon of its type, no might requirement, and qualifies as silver when damaging creatures.
Sanctified
This weapon has been blessed and inscribed with sacred symbols. It deals +2 damage to fiends and undead.
Toxic
The business end of this weapon is made of a highly toxic material. It deals +2 damage to living creatures with blood.
04

Siege

Artillery, Mortar
cost 4k+
(6d10, Traits: powder, load, explode, inaccurate, 2 km)A portable steel cannon that fires canisters in an arc at very distant targets. It can be transported and fired from a two-horse cart.
Artillery, Bombard
cost 5k+
(10d10, Traits: powder, load, explode, inaccurate, 3 km)A heavy siege cannon that fires canisters or iron spheres extremely long distances. It must be transported on a wagon and set up before it can be fired.
Ballistae, Normal
cost 2k+
(6d10, Traits: load, accurate, penetrating, 500 m)A large ballista with a winding crank. It can be transported on a two-horse cart and is one of the most accurate siege weapons in existence.
Ballistae, Scorpio
cost 1k+
(3d10, Traits: load, accurate, 500 m)A small ballista that mounts on a stand and can fire quite fast. It can be transported on a single horse or swivel-mounted on a cart or wagon.
Catapult, Mangonel
cost 2k+
(4d10, Traits: load, inaccurate, 300 m)A classic catapult with a rope or chain winch and a counterweight.
Catapult, Trebuchet
cost 3k+
(7d10, Traits: load, inaccurate, 500 m)A huge catapult that must be constructed onsite, with a massive counterweight.
Cannon, Field
cost 4k+
(8d10, Traits: powder, penetrating, inaccurate, 2 km)A 12-lb Napoleonic era field cannon with two huge wheels. It can be hitched and hauled around by a single horse, or fired from the back of a cart or small wagon.
Flamethrower, Siphon
cost 2k+
(3d10, Traits: fire, spray, 40 yds)A portable two-man flamethrower with a pump and a pindle sprayer. It can be transported on a single horse or by a two-man team, or pindlemounted to a cart.
Flamethrower, Siege
cost 3k+
(4d10, Traits: fire, spray, 80 yds)A large brass-cased flamethrower with a pump and containers. It can be transported on a two-horse cart or wagon, but is normally mounted to walls or fortifications.
Gun, Handgonne
cost 1k+
(3d10, Traits: polearm, inaccurate, 300 m)A small cannon mounted at the end of a pole. It is very inaccurate, but it can fire large balls of iron or small grenade canisters long distances. Dangerous in large numbers.
Gun, Zamburak
cost 1k+
(3d10, Traits: powder, mount/wagon, accurate, 300 m)A pindle-mounted swivel gun that can be attached to a horse, ox, or camel saddle. They are used by cavalry to bombard places or fire grapeshot into infantry.
Organ, Ribauldequin
cost 3k+
(3d10, Traits: powder, volley, spray, multi-deck, 100 yds)A two-wheeled bank of long tubes that can be touched off in sequence to fire volleys of bullets. Normally used to chew through infantry, or as a point defense weapon. It can be hauled by a single horse or mounted on a cart.
Organ, Hwacha
cost 6k+
(4d10, Traits: rockets, volley, explode, inaccurate, 2 km)A two-wheeled bank of long tubes that can be touched off in sequence to fire volleys of explosive rockets. Normally used to bombard distant infantry groups or set fires. It can be hauled by a single horse or mounted on a cart.
05

Armor

Leather
load 1, cost 125+. Light
(Defense +1, Soak 0, Agility Max 6, Might n/a)Clothing reinforced with a few patches of boiled, hardened leather.
Studded
load 2, cost 250+
(Light, Defense +2, Soak 0, Agility Max 5, Might n/a)A coat or bodysuit fitted with patches of hardened leather, sewn with a few dozen metal platelets on crucial spots. This is the most common form of light armor, because it is light and easy to produce.
Byrnie
load 2, cost 300+
(Light, Defense +3, Soak 0, Agility Max 4, Might n/a)A light shirt of chainmail covering the upper torso, arms, and thighs. Sewn onto a leather backing, so it doesn’t slide around.
Brigandine/Breastplate
load 3, cost 300+
(Medium, Defense +4, Soak 2, Agility Max 3, Might 13)A quilted coat or vest lined on the interior with hundreds of metal platelets to cover the torso, with added vambraces and light greaves. A breastplate is an armored vest or metal breastplate. This is the most common form of medium armor, because it is light and easy to produce. It also provides reasonable protection, looks professional, and can be worn for extended periods without discomfort.
Hauberk/Scale
load 5, cost 350+
(Medium, Defense +5, Soak 2, Agility Max 1, Might 15)This heavy coat of chainmail covers the torso, arms, and thighs. Usually riveted into a quilted waistcoat with leather hardpoints, with a quilted gambeson worn underneath.
Hexmail
load 5, cost 500+
(Medium, Defense +6, Soak 3, Agility Max 1, Might 15)This heavy coat of chainmail has an 8-in-2 pattern and utilizes spring steel. This is much harder to produce and requires an experienced blacksmith, but the protection is superior.
Lamellar
load 6, cost 600+
(Heavy, Defense +7, Soak 3, Agility Max 0, Might 15)A full suit of quilted armor fitted with hardpoints of boiled leather, sewn with hundreds of interlocking steel platelets and laced together using thread and wire. It includes a skirt, vambraces, gloves, pauldrons, greaves, and boots. This is the most common heavy armor worn by elite soldiers. It provides excellent protection and can be produced by groups of people working together without an expert blacksmith.
Plate
load 8, cost 2k+
(Heavy, Defense +8, Soak 4, Agility Max 0, Might 17)A full suit of plate and chain, with a solid metal breastplate and greaves, vambraces, and pauldrons. Platemail must be custom-fitted most of the time, and is hard to resize.
Buckler
load 1, cost 25+
(Shield, Defense +1, Soak 0)A small round shield about the size of a dinner plate, used for parrying.
Heater/Roundshield
load 2, cost 25+
(Shield, Defense +2, Soak 0, Might 14)A scale-shaped or round shield covering half the body. This is the most common form of shield used by soldiers and militias. Most armories contain lots of extra shields because they are easy to produce, prone to breakage, and provide good protection.
Towershield
load 4, cost 120+
(Shield, Defense +3, Soak 0, Might 17)A large rectangular door-like shield providing nearly full cover.
06

Armor Upgrades

Adamant
The armor is enhanced with portions of a gray-black supernatural metal, granting it +1 defense, +1 soak, and +1 load.
Buoyant
The armor floats in water, ensuring its wearer does not drown. The wearer cannot swim underwater however.
Camouflage
The armor grants +2 to stealth rolls in terrain favoring its coloration.
Cloudsteel
The armor is enhanced with alchemical super-steel that weighs less than normal metal, granting it -2 load.
Frightening
The armor grants +2 to intimidate rolls against opponents of proper sensibilities.
Impressive
The armor grants +2 to social rolls against opponents of proper sensibilities.
Mastercrafted
The armor grants +1 defense. This bonus overlaps (does not stack) with the bonus for enchanted armor.
Mithril
The armor is enhanced with a silvery white supernatural metal, granting +1 defense, -1 load, and -2 strength requirement.
Obscure
The armor conceals the wearer’s face and body, making it hard to identify the wearer by sight alone.
Sanctified
The armor is inscribed with symbols that grant +1 defense and +1 soak against fiends and undead.
Soulsteel
The armor is enhanced with living iron, a rare elemental ooze (like a starfish) found in volcanic regions deep underground. It conforms to the wearer’s body slowly over a period of days, granting +1 soak.
Spikes
The armor is fitted with small spikes, dealing 1d8 damage every time something bites, grabs, or slams the wearer.
Warm
The armor counts as warm weather clothing in cold or arctic environments.
Webbing
The armor is fitted with lots of little pockets and pouches, distributing weight across the wearers body and allowing easy access of small tools. Increase maximum load by 3.