Weapons & Armour: Common Weapons

 
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   When the character is first created, they will arm themselves with what they can afford. This will be a weapon common to their area. Most likely the character will be skilled with a commonly found weapon with which they could have been trained. If the character was raised in some out of the way place under special circumstances, they may be trained to use an uncommon weapon and even have one in their possession.

Typically, the weapon owned by the character, common or not, is a gift or inheritance. However, any player wishing to have their character start with an uncommon weapon must prepare a good story to explain how they acquired it. If the GO feels they story has been well thought out, they may allow the character to have it. Ultimately, it is the GO’s call.

The following is a list of the most commonly found weapons available.

Some weapons have single or double edges in the case of  swords and bits in the case of axes. For the latter, a double bit would increase the damage and price by 50% and increase the speed by 1.

Prices are listed in gold pieces (1 gold = 10 thulium = 50 silver = 1000 copper).

Sharp

Weapon

MPD

Spd

Skill

Price

Notes

Dagger

20

1

K

5

 

Sword, Short

40

2

S [s]

10

 

Sword, Long

60

3

S [l]

15

 

Sword,
Two-Handed

100

4

S [2]

25

Must have a minimum of 80 Phys to use;
up to 10 points of STR can be used to lower this.
Two-handed: no shield or second weapon may be used.
Has a reach of 2.

Axe

30

2

A [s]

5

 

Axe, Broad
Single Bit

60

3

A [l]

15

Must have a minimum of 80 Phys to use;
up to 10 points of STR can be used to lower this.
Two-handed: no shield or second weapon may be used.

Blunt

Weapon

MPD

Spd

Skill

Price

Notes

Punch

5

1

Varies

n/a

Half of damage is regained after 2 sequences.

Kick

10

2

Varies

n/a

Half of damage is regained after 2 sequences.
Strength is applied at 150% as a damage bonus.

Club

30

1

B [s]

1

 

War Hammer

40

3

B [s]

25

 

Quarterstaff

50

3

B [l]

5

Two-handed: no shield or second weapon may be used.
Has a reach of 2.

Mace

70

3

B [s]

20

 

Morning Star

80

3

B [s]

25

 

Polearms

All polearms require a minimum of 80 Physical or 70 Physical and 10 Strength to use and are two-handed weapons which prevents the use of shields or a second weapon. The head of the weapon is typically mounted on the end of a two or three metre haft; some are longer, such as the pike.

Also, those that require either the sharp or combination skill can be set to receive a charge. This means that the weapon is braced against the ground so that charging enemies strike them. Damage of this type is full MPD plus the weight damage of the opponent and their horse, if applicable. Because of their reach, damage is halved when used up close (< 2 m).

Weapon

MPD

Skill

Price

Notes

Awl Pike

100

P[p]

20

A long narrow spearhead on a haft 5-7 metres long.

Billhook

100

P[c]

30

A long, wide blade with a hooked end,
used to pull opponents from horses.

Halberd

120

P[c]

40

An axe head combined with a top spike and a back
with either a spike, hammer, or hook.

Pole-axe

120

P[s]

20

An axe head on a long haft.

Spetum

120

P[p]

55

A wide spear head with reverse curved side spikes.

Trident

90

P[p]

40

Three long prongs.

Voulge

100

P[s]

25

A long, wide, single-edged blade, mounted on the side
near the top of the haft.

Projectile Launchers

Weapon

Distance

Price

Notes

Blowgun

10

3

 

Sling

100

2

 

Sling, Staff

150

5

 
 

Std. Pull

   

Bow, Short

20

3

 

Bow, Long

30

5

 

Bow, Recurve

40

15

 

Bow, Cross (medium)

50

25

15cm draw length.
Requires 4 moments to reload.

Ammunition

Score = 20

Weapon

MPD

Grams

Price /

Sale Unit

Notes

Needle

5

n/a

1

Score

Usually used in conjunction with poison.

Mail is ineffective against this type of ammunition

Sling stone

10

10

1

2 score

 

Sling bullet

20

20

1

Score

 

Bolt

30

10

2

Score

 

Arrow, Flight

40

10

4

Score

 

Arrow, Sheaf

60

15

6

Score

 

Arrow, Chisel

50

12

5

Score

Pierces plate (DR –2)

Mail is ineffective against this type of ammunition.

Does not cause damage on removal.

*Ammunition thrown by hand is considered to be at 25% MPD, i.e. a thrown sling bullet has a MPD of 5.

Thrown

Minimum thrown distance is half the MPD of the weapon minus twice the weight in metres.

Weapon

MPD

ROF

Kg

Price /
Sale Unit

Notes

Dart

5

6

0.02

1

½ score

Usually used in conjunction with poison.

Throwing Knife

20

4

0.20

3

2

Both hands must be used for full ROF.
Lighter and more aerodynamic than a dagger.

Throwing Axe

30

4

0.30

5

2

Both hands must be used for full ROF.
Lighter and more aerodynamic than a normal axe.

Javelin

80

2

0.80

5

1

 


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