brp:08_sprzet

Część 7: Wyposażenie i usługi

Currency

All prices are given in shillings or pennies.

12 Pennies = 1 Shilling

20 Shillings = 1 Pound

Players of other D100 games should note that for conversion purposes, a shilling is equivalent to a standard silver piece (SP).

The symbol for a penny is „d”. So the currency symbols are:

£ = Pounds

s = shillings

d = pennies

Typical Incomes and Wages

ProfessionIncome Per YearIncome/Wage Per Week
Noble8000s-16000s150s-300s
Landholding Gentry3000s-6000s60s-120s
Preacher600s-1600s12s-30s
Farmer (Freehold)1000s-1800s20s-35s
Farmer (Tenant)400s-1000s8s-20s
Artisan400s-1000s8s-20s
Sailor300s-600s6s-12s
Labourer200s-400s4s-8s
Cottager0-200s0-4s
Lady's Maid0-100s0-2s
Common Soldier240s4s 6d
Sergeant350s7s
Lieutenant1500s30s
Captain4400s85s
Chirurgeon1500s30s
Colonel9000s175s

When purchasing any of the items from the extensive list below, it is worth remembering that, in nearly every case, the prices given are for a standard item of the type listed. It is usually possible, in a large enough population centre, to buy a more expensive version. Generally, the more expensive the item, the more time spent on its manufacture or the greater the skill of the person crafting it. Higher quality purchases are also often available when buying livestock or commissioning a service.

Typical Dress

Flamboyant Costume, Female: A low-cut dress (probably of satin or velvet, the more expensive outfits in silk) with full skirts, hitched up slightly to reveal lacy petticoats, long gloves and delicate shoes. The wearer would keep her hair tied behind, allowing her ringlets to fall forward, and courtly women (or those pretending to be courtly) wear masks when out in public. Cost: 50s

Flamboyant Costume, Male: Loose fitting coat, a doublet and frilly shirt with large laced collars and cuffs, full breeches, decorated stockings, and full wide boots. Everything is adorned with trimmings and braiding. The wearer likely wears his hair long and curled into ringlets, and possibly wears make-up and ear-rings. Cost: 50s

Impoverished Costume: Anything from a collection of rags to the plainest peasant smock. If anything is worn on the feet, it is probably a pair of dilapidated hand-me-downs or homemade shoes of wood and dirty rags. This attire marks out the wearer as poverty-stricken. Cost: 0-10d

Respectable Costume, Female: An unadorned dress, cut simply and of sombre hue, a plain collar and cuffs, a large white apron, a plain head-covering and/or hat, and sensible shoes. Cost: 30s

Respectable Costume, Male: A plain hat, a coat and breeches in sombre colours, a shirt with a plain collar and cuffs, and sensible shoes. Cost: 30s

Rugged Costume: A hard-wearing jacket (possibly of soft leather) and jerkin, shirt, trousers, boots and warm socks. This outfit is usually chosen through necessity, rather than as a fashion statement. Cost: 30s

Boot, plain: Ordinary boots, suitable for work. Cost: 9s

Boot, wide: Ordinary boots aping the style of the wealthy. Cost: 12s

Breeches, full: Wide, although unpadded, breeches. Cost: 10s

Breeches, plain: Plain and respectable breeches. Cost: 5s

Cap, beaver: A rare New World import. Cost: 100s

Cap, woollen: To keep the noggin warm. Cost: 1s 10d

Cloak: A warm cloak. Cost: 8s

Coat, lined: A well-made warm winter coat with a fox fur lining. Cost: 80s

Coat, long: Ordinary winter coat. Cost: 16s

Collar band, lacy: A lacy collar. Cost: 2s

Collar band, plain: Plain collar band. Cost: 5d

Doublet, buck leather: A fancy jacket made from soft buck-skin. Cost: 60s

Doublet, plain: A plain and functional jacket. Cost: 5s

Dress, lacy: A very decorative (although using cheap adornments) dress. Cost: 30s

Dress, respectable: Unadorned and plain dress. Cost: 10s

Gloves, buckskin: Quality gloves made from soft buck-skin. Cost: 15s

Gloves, long: Long, lacy gloves. Cost: 4s

Gloves, plain: Plain hand coverings. Cost: 2s

Gloves, silk: Imported fine silk gloves. Cost: 25s

Handkerchief: Lacy handkerchief. Cost: 4d

Hat, plain: Simple town hat. Cost: 3s

Jerkin, Leather: Similar in appearance to a doublet, but without the sleeves, this version is in a hard wearing leather. Cost: 15s

Mask, plain: Simple mask, unadorned with decoration. Cost: 5s

Mask, bejewelled: Courtly mask adorned with semi-precious stones. Cost: 200s

Petticoat: Cheap but frilly petticoat. Cost: 8s

Ruff: Quickly fading out of fashion, and these days tending to the small side, these wide, round collars are nevertheless still a common enough sight. Cost: 6s

Shirt: Basic shirt designed for everyday wear. Cost: 2s 6d

Shoes, plain: Basic shoes, hard-wearing and plain. Cost: 1s 6d

Shoes, delicate: Dainty shoes, unsuitable for manual labour. Cost: 3s

Smock: A simple Peasant smock that's as cheap (and attractive) as a sack. Cost: 10d

Stockings, plain: Ordinary looking and basic stockings. Cost: 4s

Stockings, silk: Imported stockings made from fine silk. Cost: 28s

Stockings, worsted: Well knitted winter stockings. Cost: 8s

Suit, expertly tailored: Matching shirt, doublet and breeches, all with silver lace trims: Cost: 140s

Suit, flamboyant: A very decorative shirt (although using cheap adornments), with matching doublet and breeches. Cost: 25s

Suit, respectable: Conservative shirt and matching breeches. Cost: 15s

Backpack: From a simple cloth knapsack to a large leather pack with straps, every Adventurer needs something to lug his or her kit around in. ENC: 1, Cost: 5s

Bedroll: A blanket and pad, usually tightly rolled and tied when carried. Without a bedroll, sleeping on the ground will be hard. ENC: 1, Cost: 1s

Bible: A well bound copy of the Bible. ENC: 2, Cost: 6s

Bottle: A glass bottle. ENC: -, Cost: 6d

Candle: A tallow or wax candle, which can provide illumination over a radius of about one metre for up to six hours. ENC: -, Cost: Tallow 1d/Wax 2d

Crowbar: Adds +10% to Athletics tests to lever open doors, etc. If used as a weapon it is considered a club (wielded with a -10% penalty). ENC: 1, Cost: 10d

Cooking Kit: Portable(ish) cooking set, including kettle, pans, mortar, pestle and small spit. ENC: 5, Cost: 20s

Deck of cards: A deck of playing cards. ENC: -, Cost: 6d

Flint and Tinder: Flint and tinder used to start fires. ENC: -, Cost: 1d

Hammer: Basic construction tool. If used as a weapon, it is considered a club (wielded with a -10% penalty). ENC: 1, Cost: 1s

Lantern: Lanterns provide illumination in a three metre radius. Requires a flask of oil or candle (not interchangeable). ENC: 1, Cost: 1s 6d

Mining Pick: Basic tool used in mining. If used as a weapon it is considered a military pick (wielded with a -10% penalty). ENC: 1, Cost: 1s 6d

Oil, Flask: Enough animal or vegetable oil to fuel a lantern for two hours. ENC: 1, Cost: 6d

Pamphlet: A cheap printed news-sheet, full of a Faction's propaganda, news of the war, or lurid tales of criminality or witchery. ENC: -, Cost: 1d

Pipe, clay: A cheaply made clay tobacco pipe, which will need replacing soon. ENC: -, Cost: 1d

Pitchfork: Basic pronged agricultural tool. If used as a weapon it is considered a partisan (wielded with a -10% penalty). ENC: 3 Cost: 1s, 4d

Rope: 10 metres of strong rope. ENC: 2, Cost: 5s

Sack (Large): Cloth or leather sack capable of holding 10 encumbrance of equipment. ENC: 1, Cost: 10d

Sack (Small): Cloth or leather sack capable of holding 5 encumbrance of equipment. ENC: -, Cost: 4d

Scythe: Tool used for harvesting. If used as a weapon it is considered a jeddart staff (wielded with a -50% penalty). ENC: 3, Cost: 1s 8d

Shovel: Basic tool used for digging. If used as a weapon it is considered a club (wielded with a -10% penalty). ENC: 1, Cost: 1s 6d

Tent: A simple two-person canvas wedge tent. ENC: 3, Cost: 16s

Tobacco: An ounce of smoking tobacco from the New World. ENC: -, Cost: 8d

Torch: A stick that has had one end treated to make it flammable (usually wrapped with cloth and dipped in pitch). The flaming brand will burn for an hour, providing illumination in a three metre radius. If used as a weapon it is considered a club (wielded with a -10% penalty), although rather than causing normal damage it inflicts 1D4 fire damage (and on a fumble it is extinguished). ENC: -, Cost: 3d

Travel Rations: Enough food for one day's travel. Consisting of strips of dried meat, together with bread, hard biscuits and the like. ENC: 1, Cost: 3d

Waterskin: A waterskin can hold enough water to comfortably sustain an Adventurer for 3 days. ENC: 1, Cost: 1s

Writing Kit: Quills, ink and paper set. ENC: 1, Cost: 8s

Ale, Common: A pint of regular beer. Cost: 1/4d

Ale, Best: A pint of well-brewed beer. Cost: 1/2d

Bread: A loaf of bread. Cost: 1d

Cheese: A pound of cheese. Cost: 4d

Chicken, cooked: A whole chicken, ready roasted. Cost: 4d

Eggs: A dozen hen's eggs. Cost: 4d

Goose: A fat goose, ready for roasting. Cost: 1s

Meal Out: A meal out, probably plain and uninspiring, purchased from a town or country inn. Cost: 4-6d

Pease Pudding: A slice of pease pudding. Cost: 1/4d

Pie: Maybe not that nutritious, but probably filling. The cheaper pastries might be a dangerous concoction of mystery meat and grease, but the more expensive and better-made pies are tempting savoury treats. Cost: 1-3d

Pig: A whole pig, uncooked. Cost: 1-2s

Pizzle, pickled: A jar of pickled porcine pizzle set in a rich jelly. Cost: 2d

Pottage: A bland stew of meat (possibly), oats and vegetables. Cost: 1/2d

Sugar: A pound of sugar. Cost: 1s

Travel Rations: Enough food for one day's travel. Consisting of strips of dried meat, together with bread, hard biscuits and the like. ENC: 1 Cost: 3d

Wine: A pint of average quality wine. Cost: 2d

Alehouse: Often known as „tippling houses”, they sell ale, beer, cider, perry, mead and aqua vitae (whisky), but are prohibited from selling wine. It is worth noting that they do not provide food or a place to sleep.

Coaching Inn: Caters to people travelling by coach and moving on in the morning - it will provide an evening meal, a room for the night and breakfast, all for 4-6 shillings, but patrons are expected to vacate the premises during the day.

Coffee House: The latest fashion in London, serves coffee, tea and hot chocolate, and provides a place of convivial conversation for merchants and intellectuals. Does not provide food or a place to sleep. Virtually non-existent outside London.

Lodging-house: The most common form of overnight accommodation for visitors to London and other larger settlements, providing a room for the night but no food. They range from flea-ridden slum-dwellings at 1 penny a night to clean and respectable premises at 5 shillings a night. Patrons are expected to eat out (in a nearby tavern, or from a pie shop or street vendor).

Ordinary: An eating house frequented by upper class gentlemen. Serves high quality food and drink and provides a place for gambling games, particularly cards and dice. A good meal will cost 3-4 shillings.

Pie Shop: In the larger settlements, many Townsmen do not have their own cooking facilities at home, and rely on local pie shops for hot food. Pies usually consisting of meat or fruit in pastry, although some pies are topped with mashed potato. A pie will usually cost 1-3 pence. Pie shops also allow people to use their ovens to bake their own bread from dough made at home, for a small fee.

Street Vendor: In larger settlements, street vendors will sell food to passers-by, or wander the streets calling out for custom from locals in their homes. This includes such varied food as muffins, oranges, pies, roast pigeon, and eels. Such food will rarely cost more than a penny.

Taverns: Cater to a better class of patron, providing good rooms (with room service) and good food for 5-7 shillings per night.

It is unlikely that Adventurers will trouble themselves with renting property, but as a guide typical housing costs are:

Apartment, Cheap: A two- or three-bedroom rented town apartment. Likely rundown and in a slum area. Cost: 40s-60s per year

House: A tiny one-bedroom rented house. Cost: 80-100s per year

Cottage: A tumbledown rented cottage. Cost: 10s per year

30-acre leasehold: A decent farm tenancy. Cost: 400s per year

Prostitute: The services of a cheap, and not necessarily cheerful, prostitute. Cost: 6d

Theatre: A performance of a popular or newly written play. Cost: 2d

Bandoleer: Musketeers and dragoons alike are almost invariably equipped with ammunition bandoleers, leather baldrics from which small wooden, pottery, or tin containers are suspended, used for containing pre-measured charges of black powder. 8-15 containers may be found on a bandoleer, but the most common number is 12, nicknamed the „Twelve Apostles”. They are also used to carry Alchemical Potions, ready for quick use. ENC: 1, Cost: 4s (not inclusive of gunpowder or potions)

Beak Mask: These peculiar masks, which resemble nothing so much as the head of a bird with a long, downward-curving beak, are worn by Physicians who fear disease miasmas. They provide a +20% to Resilience rolls to resist inhaled disease miasmas, and cause a -40% penalty to Perception. ENC: 1, Cost 100s

Climbing Kit: Consists of a leather harness, several short lengths of rope, pitons and other climbing tools. Gives a +20% bonus to Athletics skill tests made for climbing. ENC: 1, Cost: 20s

Clock: A large clock, suitable for telling the time and an extravagant home furnishing ENC: 3, Cost: 100s

Compass: A magnetic compass, housed in a wooden, ivory or brass fitting. A lodestone is used to magnetize the piece. ENC: -, Cost: 40s

Craft Tools: A satchel containing a set of portable tools specifically useful to carrying out a trade (e.g., butchery, carpentry, masonry, etc.). These tools are the bare minimum needed to craft an item with no skill penalty. ENC: 2, Cost: 20-50s

Fishing Kit: Consisting of several hooks, lures, a long rod and twined horse hair lines. Gives a +20% bonus to Survival skill when trying to catch fish. ENC: 2, Cost: 8s

Gunner's Kit: All the necessities for a user of guns. Consists of a powder horn or set of six small powder flasks for keeping gunpowder in, plus a lead block and bullet mould for making bullets over a fire. ENC: 1, Cost: 12s

Healer's Kit: There are three separate kits, one for each of the three different types of Healing:

Galenic Healer's Kit: Contains urine sample jar, leeches and tools necessary for drawing up an astrological chart, as well as the usual bandages and surgical tools. ENC: 1, Cost: 50s

Herbal Healer's Kit: Contains dried and fresh herbs, jars of ointment and poultice, and pestle and mortar for grinding and crushing herbs, as well as the usual bandages and surgical tools. ENC: 1, Cost: 30s

Paracelsan Healer's Kit: Contains numerous chemical compounds (particularly mercury, sulphur and salt), pestle and mortar, and flasks and alembics suitable for purifying and extracting chemical substances, as well as the usual bandages and surgical tools. ENC: 1, Cost: 100s.

Jack: This is a small bottle used for storing alchemical potions. They come in earthenware and glass versions. Both cost the same price and hold the same amount of potion, but the glass jacks are more fragile and can be used for making alchemical „grenades”. ENC: -, Cost: 1s

Jack Box: This is a sturdy wooden box with a shoulder strap. Inside it is padded and has separate compartments for sixteen Alchemist's potion jacks. ENC: 2, Cost: 10s

Lockpick Set: Needed to pick locks using the Mechanisms skill. Includes picks and skeleton keys. ENC: -, Cost: 20s

Matchcord: Four metres of slow-burning matchcord. Assume for simplicity that burning a matchcord consumes half a metre for every hour of appropriate readiness or 4m per day, on average, in battle or on guard duty. ENC: 1, Cost: 1d

Musical Instruments: A variety of instruments are available, including the cornetto (ENC: 1, Cost: 12s), the recorder (ENC: -, Cost: 2s), the lute (ENC: 2, Cost: 15s) and the bagpipes (ENC: 1, Cost: 10s).

Portable Laboratory: A Portable Laboratory is only „portable” in the sense that it is more movable than a normal laboratory - it is a cart filled with alchemical equipment including an oven, laboratory equipment and benches, and a tent in which to set it all up. Used by Alchemists to create potions and Philosopher's Stones while away from their home laboratory, it needs a horse or mule to pull it (not included in the price!). ENC: N/A, Cost: 300s

Printing Press: This large item is not very portable, but can be dismantled and carried on a cart. It can be used for printing books, political pamphlets, religious tracts and the like. ENC: 15, Cost: 150s

The following transport options might be available at various points during a party's travels.

Barge: Slow moving, but often quicker than a cart, the main problem is that few rivers have been improved enough to make barge travel an option. Where a barge is available, a cheap lift can often be negotiated, but there will likely be little room for Adventurers and their possessions if the barge has a cargo. Cost: 3d per day

Ferryboat: Most large rivers will have points where ferryboats carry travellers across, for a small feee. Sometimes this will just be a ride in a small rowing boat, other times it will entail a larger vessel (particularly if there are no decent bridges within the vicinity). Sometimes the journey will be straight across the river, at other times the most suitable landing point on the opposite bank might be some way up or down river. Costs vary according to distance and whether the journey is with or against the flow of the river. Cost: 1d-1s

Large Carriage: Carriages can be hired in the larger towns, but the state of the roads and risk of robbery means that most operators prefer not to allow their carriages to travel through the countryside. Even in the towns, the journey will be bumpy and, if the streets are crowded, torturously slow. The price includes a driver. Cost: 10s per day

Cart, Farmer's: A Farmer might allow travellers to ride aboard his cart. Often the journey will take longer than if they had walked, and if moving a casualty (one of the few reasons it might be necessary to hitch such a ride) it will not be the gentlest of journeys. Cost: 0-1d per journey

Sea Passage: Cost: 10s-200s (depending on length of voyage and quality of accommodation)

Sedan Chair: In towns and cities the wealthy can hire four burly porters to carry them around on a sedan chair., which offers one of the smoothest rides available. Cost: 10s per day

The following prices are for those wanting to purchase their own mount.

Horse, Draft: Mainly used to work the land and pull carts. Bred for strength, not speed. Cost: 60s

Horse, Riding cob: Smallish sized, but a good all-rounder. Cost: 100s

Horse, Riding: Speedy and larger than the cob. Cost: 200s

Horse, War: A larger horse trained for battle. Cost: 300s

Mule: Hardy, intelligent and stubborn, the mule can be ridden, used to pull freight or as a pack animal. Cost: 50s

Ox: Sturdy and docile, oxen are sometimes used to pull ploughs and carts, the advantage being that they are strong, cheap, and make good eating when their working life is over. Cost: 40s

Pony: A smaller horse that can be ridden, used to pull freight or used as a pack animal. Cost: 60s

Cart: A large, but simple cart. Can be pulled by oxen, ponies, horses, or mules. Covered wagons cost more. Cost: 20s-100s

Fodder: Enough fodder to feed a mount for one day. Cost: 2d

Carriage: Only the very wealthy will be able to purchase one of these large and relatively luxurious coaches. Because of the state of the roads, these are often for show rather than being of much benefit when travelling long distances. Cost: 800s

Cavalry saddle and tack: Harness, bridle, reins, saddle and all the tack suitable for a war horse (not including armour). Cost: 25s

Riding saddle and tack: Harness, bridle, reins, saddle and all the tack suitable for a riding horse. Cost: 15s

Stabling: Overnight stabling costs including fodder. Brushing, cleaning and next-day preparation possibly included through negotiation with stable boy (Extra cost: Clip around the ear-2d). Cost: 1s

Close Combat Weapons

Weapons like the cudgel are among the most prevalent of all. Pollaxes (or poleaxes) and Halberds might be used by regimental officers or sergeants, and many other weapons may seem anachronistic, but can still be used in a pinch if available. Wealthier civilians carry and fight with rapiers rather than the more military mortuary sword described below.

All close combat weapons use the Close Combat skill. Each close combat weapon is characterised by the following qualities:

Damage Dice: The damage the weapon deals on a successful attack. The character's Damage Modifier is added or subtracted to this.

STR/DEX: The minimum STR and DEX scores needed to easily wield this weapon. If either of the Characteristics are below these minimums, a -20% penalty is applied to a character's skill when attacking and parrying with this weapon.

Size: Weapons are rated in the following size categories: Small, Medium, Large and Huge. Weapons need to be of the same category or larger to block all damage. If the defending weapon is one category less they block half damage. If two categories less they cannot block the damage.

ENC: The weapon's Encumbrance. The weight and bulk of the weapon.

Special: Any special rules that apply to the weapon. For example:

  • Flex: This weapon can be used two-handed. When used in two hands, it does extra damage (as listed) and can be used by someone with a STR 2 less than that listed.
  • Set: This weapon may be set against a charge.
  • Thrown: Can also be used as a thrown weapon without penalty.
  1. 2-handed: This weapon must be used two-handed.

Cost: The cost in shillings to purchase this weapon.

Axes are common on the battlefields of Europe but are used far more as tools than as actual weapons.

Hatchet: A small, one-handed axe, often used for chopping wood. Hatchets are peasant weapons, employed because of their common use as tools, but are not specifically crafted or intended for use in combat. Only the Hungarian Hajduks, the standard arquebus-armed infantry employed by the Polish-Lithuanian Commonwealth, routinely carry a hatchet, albeit for use as a tool. ENC: 1, Cost: 2s 6d

Horseman's Axe: Like the military pick, the horseman's axe, sometimes confusingly called a Pollaxe, is swiftly falling from use, now only employed by a few cuirassiers and harquebusiers. It consists of a modest axehead mounted on a wooden or metal shaft and, also like the military pick, features a rearward-facing pick. ENC: 3 Cost: 18s

With extensive plate armour rapidly disappearing from the battlefield, bludgeons are no longer common battlefield weapons in most of Europe.

Cosh: Often consisting of a small bag of sand, or something equally small and heavy, this easily-concealable weapon is most often used by thieves and vagabonds wishing to knock someone out. ENC: 1, Cost: 6d

Cudgel: Sometimes called a Club, the cudgel mostly sees use among the likes of watchmen, ruffians, the peasantry, and the most lamentably equipped of soldiers. ENC: 1, Cost: 1s

Mace: The mace consists of a heavy metal head, often flanged or knobbed, set on a wooden haft. Something of an antique oddity in the armies of western Europe, the mace is still used in Poland-Lithuania as a weapon, but primarily serves as a badge of rank. ENC: 1, Cost: 10s

Military Pick: A heavy combination hammer and pick on a wooden haft, the weapon is rapidly disappearing from the battlefield. In most of Europe the military pick is only used by a few harquebusiers and cuirassiers. ENC: 3, Cost: 18s

Quarterstaff: Basically a stout stick or pole about 2m long, the quarterstaff is not used as a weapon of war, but - as it is easily improvised - is a common peasant weapon in times of trouble, and can double as a walking staff. ENC: 2, Cost: 2s

Knives of all varieties see use on the battlefields of Europe, including a motley assortment of hunting and skinning knives, butcher's knives, and common utility knives among poorer troops. These are represented by Knife and Dagger, below. Some knives, however, are of generally better quality, or are specifically intended for conflict.

Dagger: A blade with a short handle, a dagger is often used in the off-hand, and is easily concealable. Can be used as a throwing weapon. ENC: -, Cost: 3s

Dirk: A Scottish Highlander development of the dudgeon, the dirk has a wide blade around 30cm in length, and a short handle carved from dark wood that still resembles that of the dudgeon in most cases. In the Highlander fighting style it is held in the off-hand (shield-hand). ENC: -, Cost: 5s

Dudgeon: So-called because its handle is most frequently made of dudgeon (boxwood), this double-edged dagger is also called a Bollock Knife because of the distinctive shape of its shaft and the two oval swellings that form its guard. It has been in common use in England, Scotland, and the Dutch Republic for several hundred years. Use statistics for Dagger. ENC: -, Cost: 5s

Knife: A small knife usually used for eating (forks are a recent affection of the rich, which have not really caught on yet), whittling wood, and other general cutting purposes, it can also be used as a weapon in a pinch. Most travellers will generally have one about their person somewhere. ENC: -, Cost: 1s

Main Gauche: Although it originated in France, the main gauche parrying dagger is the off-hand weapon of choice for many fencers throughout Western Europe. A long, double-edged dagger, it has a guard ring and long quillons for superior parrying, which are either straight, S-shaped, or down-curved. ENC: -, Cost: 18s

Sword Breaker: This broad-bladed, single-edged parrying dagger has long straight quillons and a ring guard. It is immediately recognisable because the back of the blade is serrated with around a dozen teeth designed to catch and hold the attacking blades. With a critical hit on a parry, against a normal success or failure on the part of the opponent, the opponent's weapon is broken. Use statistics for Main Gauche. ENC: -, Cost: 22s

Trident Dagger: At first glance a normal main gauche, the trident dagger is cunningly wrought so that, with the press of a button, the edges of the blade spring out to form a wide trident-like array ideal for parrying and catching enemy blades. On a successful parry, the opponent's blade is partially held, and the opponent suffers a 20% penalty to his next attack with that weapon. ENC: -, Cost: 22s

Beyond the commonplace pike used in European formations, many other polearms are in use, some as symbols of rank, others as the battlefield weaponry of the common soldiery.

Bardiche: Used by Cossacks in the Polish-Lithuanian Commonwealth and the Russian Streltsy, the bardiche has a long, cleaver-like axehead (typically around 25-90cm long) attached to a stout wooden pole, 1.2-1.5m in length. It is regarded as a brutal weapon, and the Streltsy are known to use it as a musket rest as well as a weapon. ENC: 3, Cost: 20s

Brandistock: A rare polearm primarily used in Italy but found elsewhere too, the brandistock consists of a 1.5m long metal tube covered in leather or a wooden veneer, and is used by well-to-do civilians and off-duty officers as a walking stick. It does, however, conceal a more lethal armament. With a sturdy jerk downwards of the stick, three blades emerge and lock in place. The central thrusting blade is usually around 30-45cm and the two side blades are much shorter at around 10-15cm. It is sometimes called a Feather Staff. Extending the blades requires a combat round. ENC: 2, Cost: 20s

Glaive: A wooden shaft 1.8-2.1m in length and topped with a 45cm singled-edged blade, at the base of which is a tassel. Like halberds, partisans, and pollaxes, it is used as a symbol of authority by sergeants and some officers, as well as by military bodyguards, albeit far more rarely than the halberd or partisan. Those of officers and bodyguards are likely to be engraved or otherwise decorated. ENC: 3, Cost: 10s

Halberd: Halberdiers are employed by the infantry of Habsburg Germany and Spain, supporting bucklermen and guarding key positions, ensigns, and supply wagons. Outside of the Holy Roman Empire and the guards of various palaces, halberds are generally only used by sergeants as symbols of rank, and by the bodyguards of high-ranking officers. Like all halberds, it has a long wooden shaft topped by a steel axehead, thrusting spike, and rearward hook, the base of the head decorated with a tassel. ENC: 3, Cost: 25s

Half-Pike: The half-pike is found in most European armies, but is much less common than the full-length pike. It is, however, more versatile due to its length of only 2.4-2.7m and sees use on the battlefield and in shipboard actions. Irish soldiers make much use of half-pikes with bodkin-style spearheads. ENC: 2, Cost: 3s

Jeddart Staff: Originating in Jedburgh, Scotland, this Highland polearm is a 1.8-2.1m long pole mounting a 1.2m long blade. The blade is singled-edged, slim, very slightly curved, and suitable for cutting or thrusting. ENC: 3, Cost: 25s

Lance: Lancers have largely fallen out of favour in most of Europe, with the main exception being the cavalry of Poland-Lithuania, Husaria and Tatars alike. These use a lance called a Kopia, a hollowed-out 5m wooden lance with a ball-shaped handguard and light silk pennant. Due to its hollowed out nature it is a one-use weapon, nearly always shattering after the first solid strike, at which point it is discarded and the horsemen's swords are brought to bear. In the British Isles, only the Scots currently make any real use of the lance, a high proportion of their few cavalry using a simple spear-like lance 2.4-2.7m in length. ENC: 3, Cost: 15s

Leading Staff: A symbol of officer rank, sometimes used instead of a more sturdy polearm such as a partisan or pollaxe, it is a flimsy device, of little use as an actual weapon.The leading staff is a 1.2-1.5m wooden shaft topped with an intricate spearhead-shaped decoration. ENC: 2, Cost: 10s

Lochaber Axe: Another Highlander invention, the Lochaber axe features a 1.5-1.8m shaft and broad, cleaver-like axe blade averaging 45cm length. A sturdy backward-facing hook (cleek) is attached to the top of the shaft or back of the blade, useful for hooking opponents, especially cavalry of whom the Highlanders have few. The butt end of the shaft features a crude metal thrusting tip, increasing the weapon's versatility. ENC: 3, Cost: 25s

Partisan: Issued to infantry officers and the bodyguards of commanders throughout Europe as a symbol of rank, though few use it as a weapon, preferring to use their swords and pistols instead. It features a sturdy wooden shaft, typically around 1.8m in length, topped with a long, broad, tapering spearhead with two curved flukes at its base. Tassels adorn the base of the spearhead and it is sometimes engraved and otherwise artfully crafted. ENC: 3, Cost: 15s

Pike: Essentially a long wooden pole with a sharp steel tip. Regulations recommend that the pike should be sixteen feet (4.8 metres) long. However, many soldiers deliberately shorten their pikes, in order to increase their manoeuvrability and make them easier to carry - a risky policy if fighting a group of enemies who have not done the same! The pike is a weapon designed to be used by a mass of infantry, and as such acts as a deterrent, when deployed in numbers, rather than as an offensive weapon - cavalry think twice before assaulting a readied block of pike-men. While not necessarily the most logical choice of weapon for an Adventurer (rather cumbersome and impossible to conceal), for many Townsmen it is the only weapon they will have actually drilled and trained with. The pike is widely used by nearly every army in Europe. Although pikemen were equal in numbers to musketeers only a handful of years ago, the increasing use and effectiveness of muskets means that the number of pikemen is falling to as few as 20%-30% of the infantry now fielded, where resources allow. ENC: 3, Cost: 4s

Pollaxe: Occasionally used by infantry officers instead of a partisan or leading staff, the pollaxe has a sturdy wooden shaft, 1.2-2.1m in length topped with a hammerhead, backward-facing pick, and thrusting spike. ENC: 2, Cost: 15s

Swinefeather: Until recently extensively used by the forces of the late Gustav II Adolf, King of Sweden, the swinefeather is a wooden stake, 1.5-1.8m long, with a spearhead at the top and iron spike at the base. Also called a Swedish Feather, it is used by some musketeers in Western Europe as a guarding device, thrust into the ground in front of the musketeer and angled forward so as to be set against any cavalry charges that might come. ENC: 2, Cost: 2s

The days of the shield seeing common use have long since passed, and even the buckler seldom sees use any more in civilian hands or in battle.

Buckler: Also called a Targe or Rondache, the Buckler is a small shield, handheld or bound to the forearm. Its main use is among the Scottish Highlanders who use a studded, wooden buckler in combination with a dirk and basket-hilted Claidheamh Mòr broadsword (see below). Bucklermen saw battlefield use until recent years in the armies of Spain as front rank infantry, though they were something of a failed experiment. They were armoured with helmet and breastplate, but armed with a steel buckler, side-sword, and sometimes a matchlock pistol or two. ENC 2, Cost: 5s

Swords are the personal melee weapons of choice on and off the battlefield and come in several varieties.

Basket-Hilted Broadsword: The basket-hilted broadsword is the standard military sword of cavalry in nations throughout Europe. All such swords feature straight cut-and-thrust blades, nearly always double-edged, though some singled-edged backswords existed. In England, the Mortuary Sword sports an intricate half-basket hilt, while in the Dutch Republic, the Walloon Sword is favoured, with two large shell-guards (often decoratively pierced) and a knucklebow. The elegant Italian Schiavona has a cat's-head pommel and cage-like hilt whereas the Polish Palasz usually has a simpler basket-hilt or knucklebow. Scottish Highlanders able to afford one use the basket-hilted Claidheamh Mòr (Claymore) as their primary weapon of choice, usually in conjunction with a targe (buckler) shield strapped to their other arm and dirk held in the shield hand. Use statistics for a Mortuary Sword. ENC: 2, Cost: 20s

Great Sword: With the days of the Landsknechts long past, the great sword has all but vanished from use in Europe. The only notable exception is the Scottish Claidheamh dà Làimh, sometimes confusingly called a „Claymore”, a straight-bladed, double-edged great sword averaging 1.4m in length, with a long downswept cross hilt. It is far less common among Highlanders than the basket-hilted Claidheamh Mòr. ENC: 4, Cost: 30s

Hanger: The Hanger is a hunting sword, a short blade (typically 45-60cm), nearly always single-edged, sometimes slightly curved, with a knucklebow to protect the hand. Frequently well made, and often decorated by wealthier owners, it is used to kill injured or otherwise immobilised prey but also makes a handy defensive weapon. It is a popular weapon throughout Europe, and is coming to be used frequently aboard ship. ENC: 1, Cost: 15s

Koncerz: This unusual sword is used exclusively by the famed Polish Husaria (hussars), and features an unedged, slender blade around 1.4m in length, designed to thrust only, and effectively pierce mail armour. The grip is protected by a simple but sturdy knucklebow. ENC: 2, Cost: 20s

Mortuary Sword: Double-edged, basket-hilted, a meter long and straight; the mortuary sword is the sword of choice for most cavalry soldiers. ENC: 2, Cost: 20s

Rapier: The civilian weapon of the gentleman, the rapier is commonplace among those able to afford it, and can be found throughout Western Europe. Many rapiers feature elaborate swept hilts, but cage hilts, Pappenheimer hilts (elegant combinations of swept hilt and pierced shell guards), and cup hilt rapier styles are also popular, the latter especially in Spain. The blade is designed more for thrusting than slashing. ENC: 2, Cost: 20s

Sabre: The Szabla, the sabre beloved of Polish-Lithuanian cavalry has a curved single-edged blade and knucklebow. Scottish Highlanders also use a rare sabre-like sword, the Turcael, though this more resembles a basket-hilted Claidheamh Mòr broadsword, albeit single-edged and curved. ENC: 1, Cost: 22s 6d

Schweizersäbel: A rare weapon originating in the Swiss Confederacy, the schweizersäbel (Swiss Sabre) has a slightly curved, single-edged blade around 1m in length, and two-handed grip protected by a swept-style hilt. Like many longswords of the past, it can be wielded in one hand or two, and despite its name, it is not a cavalry weapon. ENC: 2, Cost: 20s

Side-Sword: Ubiquitous on the battlefields of Europe as the standard sword of many infantrymen, the side-sword is a straight-bladed, double-edged cut-and-thrust sword with S-shaped or straight quillons and often a simple knucklebow. ENC: 2, Cost: 17s 6d

WeaponDamageSTR/DEXSIZEENCSpecialCost
Bardiche2D67/7L32-handed20s
Brandistock1D87/7M22-handed, Set20s
Buckler1D4-/5M1-5s
Cosh1D4-/-L16d
Cudgel

1D6+1 (2-handed)|5/9|L|1|Flex|2s|

Dagger1D4+1-/-S-Thrown3s
Dirk1D3+2-/-S-5s
Glaive1D8+17/9M3-10s
Great Sword2D813/11H42-handed30s
Halberd1D8+27/7L32-handed, Set25s
Half-Pike1D8+15/5L22-handed, Set3s
Hatchet1D6-/9S1Thrown2s 6d
Horseman's Axe1D6+111/9M318s
Hanger1D66/7M115s
Jeddart Staff1D8+27/9L32-handed, Set25s
Knife1D3-/-S-Thrown1s
Koncerz1D87/11M220s
Lance1D10+29/9H3Set15s
Leading Staff1D67/7M22-handed10s
Lochaber Axe2D67/7L32-handed25s
Longsword

1D10 (2-handed)|13/7|L|2|Flex|25s|

Mace1D87/7M1-10s
Main Gauche1D4-/11S--18s
Military Pick1D6+113/11S3-18s
Mortuary Sword1D89/7M220s
Partisan1D8+15/5L32-handed, Set15s
Pike1D8+15/5L32-handed, Set4s
Pollaxe1D8+211/9L22-handed15s
Quarterstaff1D87/7M22-handed2s
Rapier1D87/13M110s
Sabre1D6+17/7M122s 6d
Schweizersäbel1D6+1 (1-handed)
1D6+2 (2-handed)
7/7M2Flex20s
Side-Sword1D89/7M217s 6d
Swinefeather1D87/-M2Set2s
Unarmed1D3-/-S---

Daggers and Hatchets (see Close Combat Weapons, above) may be thrown, a rare few peasants still make use of a Sling or Short Bow, and a few other militia or irregular combatants still bear bows – but the modern battlefield unquestionably belongs to the firearm. Black powder weapons can pack quite a punch, though they are difficult to load, heavy, and dangerous to use.

Essentially, most black powder firearms are loaded the same way. The powder is poured down the barrel and packed into place with a stick known as a ramrod; then the lead bullet (or larger missile in the case of artillery) is inserted, followed by some wadding (which is also packed down) to hold it in place. They also have a pan, which needs to be filled with powder. In the case of the flintlock, when the trigger is released, a flint strikes a spark to ignite the powder. In the case of a matchlock, a lit piece of match (flax) is released by the trigger and ignites the powder in the pan. In the case of a wheellock, pulling the trigger spins a spring-loaded steel wheel against a piece of pyrite, striking sparks to ignite the powder.

Matchlock muskets are by far the most common muskets throughout Europe, and feature robust, simple mechanisms that are relatively cheap to produce. Unfortunately, the matchcord (a length of flax) is a serious downside to the weapon. For the weapon to fire, the slow-burning matchcord must have been lit, and so many musketeers spend a great deal of time, effort, and attention keeping their matchcord burning. At least one or two musketeers in a given band always maintain a burning matchcord to rapidly light their fellows' when necessity dictates. This means that the amount of matchcord needed can be a burden in terms of supply and weight; it is not unusual for a musketeer to burn through several metres a day. Furthermore, matchcord is notoriously susceptible to the weather and will not light if damp or wet, so keeping it dry is also a constant concern and effort. Even strong winds have an impact, making it more difficult to light and maintain. Finally, the ember glow of lit matchcord is highly visible in darkness or at night, and has ruined many an audacious plan.

Compared to the matchlock, the wheellock is far less problematic; it will spark regardless of damp and does not require matchcord supplies. Its downside is that it is a very complex and expensive mechanism to craft and requires frequent maintenance. Despite this, it is the most common mechanism in carbines and pistols at present.

The flintlock mechanism has all of the benefits of the wheellock, but is also a simpler mechanism to produce, making it ultimately cheaper and easier to manufacture and far less prone to malfunction and cheaper to repair. The most common flintlock mechanisms in England and the Dutch Republic at this moment are the English Lock and the Doglock, a flintlock featuring an external safety catch that prevents the mechanism going off half-cocked.

Because guns are so slow to load, an Adventurer may only get off a single shot before closing with the enemy. In such situations it is normal to turn the gun round and use it as a club.

All black powder weapons (guns) use the Gun Combat skill when being fired and the Close Combat skill when being wielded as a club. Other non-black powder ranged weapons use the Ranged Weapons skill. Artillery rules are dealt with separately. Each gun and ranged weapon is characterised by the following qualities:

Damage Dice: The damage the weapon deals on a successful attack. In the case of black powder weapons there are two figures given, damage as gun and damage as club (depending whether the weapon is being fired or used as a club). The character's Damage Modifier is not added to the damage caused by the ranged weapon, unless it is being used as a club.

Range: The effective range of the weapon when fired. A target within the weapon's range may be attacked without penalty. A target within double the weapon's range may be attacked, but the attacker's weapon skill is halved before other modifiers are applied. Attacks cannot be made at a distance beyond twice the weapon's range. A gun fired beyond its range does not benefit from the normal reduced armour protection afforded to guns.

Load: The amount of combat rounds it takes to reload the weapon. If the weapon has been loaded and primed prior to combat, the following rules apply for firing the first shot:

  • Matchlocks require a combat round to light the flax above the trigger before they can be used. If the matchcord is not already lit, lighting that also requires a combat round. If neither is lit, that means two combat rounds are needed before the gun can be fired.
  • Wheellocks require a combat round to tension the mainspring ready for firing, using a special spanner to engage it, but this can be done outside of combat, making the wheellock ready to fire when needed.
  • Flintlocks do not require extra combat rounds to make ready.

The statistics on the black powder weapons table below assume that when reloading matchlock weapons that the firer already has matchcord lit. If at any point the matchcord has gone out, then an extra combat round will be required to relight it.

STR/DEX: The minimum STR and DEX scores needed to easily wield this weapon. If either of the Characteristics are below these minimums, a -20% penalty is applied to a character's skill when attacking and parrying with this weapon.

Size: When used as a club, black powder weapons are rated in the following size categories: Small, Medium, Large and Huge.

ENC: The weapon's Encumbrance. The weight and bulk of the weapon.

Cost: The cost in shillings to purchase this weapon.

Arquebus, Matchlock: A weapon now almost completely abandoned by European armies in favour of the musket, the arquebus is still used by some irregular forces in mainland Europe, such as the Hungarian Hajduks. Lightweight, simple, and short compared to a matchlock musket, it doesn't require a rest but is comparatively low-powered and lacking in range. ENC: 2, Cost: 7s 6d

Donderbus, Flintlock: The „Thundergun” was invented in the German states, but was quickly adopted by gunsmiths in the Dutch Republic where it became far better known and appreciated. Available in matchlock and flintlock versions, this short, brass-barrelled musket has a distinctive flared muzzle, and fires 12-15 musket balls in a single shot. This sprays a target at close range, making it a devastating weapon, and the flared barrel makes it easier to load. A few harquebusiers carry donderbuses instead of carbines, but it remains a very rare battlefield weapon. Although it can fire assorted scrap in an emergency, doing so can quickly and easily damage or shred the barrel. ENC: 2, Cost: 40s

Donderbus, Matchlock: Identical to flintlock donderbus, save for mechanism and cost. ENC: 2, Cost: 20s

Donderbus, Wheellock: Identical to flintlock donderbus, save for mechanism and cost. ENC: 2, Cost: 30s

Duelling Pistol, Flintlock: Very much a weapon of the nobility, the duelling pistol is finely crafted and balanced, with a long barrel and appropriate decorative embellishments. ENC: 1, Cost: 25

Duelling pistol, Matchlock: Identical to flintlock duelling pistol, save for mechanism and cost. ENC: 1, Cost: 15

Duelling Pistol, Wheellock: Identical to flintlock duelling pistol, save for mechanism, cost and being more frequently encountered. ENC: 1, Cost: 20s

Carbine, Flintlock: Lacking the range of the musket, the carbine can still cause serious damage in close combat. Its shorter length makes it suitable for firing either mounted or dismounted. Flintlock carbines are more common among Parliamentary cavalry than Royalist ones, but remain scarce compared to the more commonplace wheellock carbine. ENC: 2, Cost: 20s

Carbine, Matchlock: Far less common than the wheellock carbine, the matchlock carbine is now only commonly found in use by Royalist dragoons. ENC: 2, Cost: 10s

Carbine, Wheellock: The wheellock carbine is the standard musket of harquebusier cavalry throughout Europe, and has an average barrel length of 76cm. ENC: 2, Cost: 15s

Grenado: Very rare weapons, grenados are hollow iron spheres big enough to sit comfortably in the hand, filled with gunpowder and fitted with a short piece of matchcord. In decades to come they will be renamed Grenades. ENC: 1, Cost: 3s

Musket, Flintlock: With a longer range than the pistol or carbine, but still distrusted by traditionalists who prefer the matchlock, the flintlock musket is too expensive to be widely available. Seldom encountered outside of a few Royalist units, flintlock muskets are most often used by artillery guards because the mechanism is much safer near quantities of black powder than matchlocks are. ENC: 3, Cost: 20s

Musket, Matchlock: By far the most common musket. Many of the older ones are so heavy that they require the use of a firing stand. Nevertheless the range and damage they deliver make them a devastating weapon when fired en masse. The standard weapon of the musketeer throughout Europe, the matchlock musket dominates the battlefield despite its relative shortcomings. Although many models are cumbersome and have overlong barrels requiring rests to fire accurately, recent matchlock muskets are lighter and shorter, removing any necessity for a rest to be carried. Enc: 3, Cost: 10

Musket, Wheellock: Although more common than the flintlock musket, the wheellock musket is still a distant second to the matchlock musket in terms of widespread use. It is most commonly issued to dragoons, especially on the Parliamentary side, mounted infantry who would otherwise find a matchlock musket impossible to deal with in the saddle. Unfortunately, Royalist dragoons have had incredible difficulty procuring wheellock muskets, and most have to make do with matchlock carbines instead. ENC: 3, Cost: 15s

Petard: A Petard is essentially an explosive charge that can be attached to a target (often locked doors etc.) and then exploded. A petard consists of a wooden backplate, a metal container with a hole for a fuse and a few pounds of gunpowder. The petardier's assistant is expected to run through the enemy's fire (which is often horrendous) and attach the thing (by screwing in a hook to the surface to be blown, then suspending the petard), light a fuse (with a slow match lit at both ends), and, if still alive, retire to a safe distance. The petardier himself is not expected to make the dash; as a gunpowder expert, he is far too valuable. Any would-be petard setter should note that it is better to run back to one's own lines in a zig-zag to avoid the path of the metal canister, which tends to rocket backwards as the gunpowder (hopefully) takes its toll in the opposite direction.

Rules: The fuse of a petard takes 1D3+3 Combat Rounds to burn (secret Games Master roll). Anything to which the petard is attached will take 8D8 damage. The canister shoots out of the back with a range of 5m; anyone within range must make a successful Dodge roll (+20% if a player has already stated their intention to zig-zag). Anyone hit by the canister takes 2D6 damage. If the petard was not successfully attached, anyone and anything within 10m takes 3D6 damage. ENC: 5, Cost 8s

Pistol, Flintlock: Only useful at short ranges, the flintlock pistol is often carried by the wealthy for personal protection, or for duelling in defence of one's honour. Like its musket counterpart, the flintlock pistol is not altogether common yet, but is likely to eclipse the wheellock pistol in use within a few years. ENC: 1, Cost: 13s

Pistol, Matchlock: A cheaper and more time-consuming predecessor to the flintlock pistol. The matchlock pistol is exceptionally rare simply due to the fact that it was never very popular anyway, and has all but completely been replaced by wheellock and flintlock pistols. ENC: 1, Cost: 7s 6d

Pistol, Wheellock: Carried in pairs by most cuirassiers and harquebusiers, the wheellock pistol is by far the most common pistol on the battlefield and in use throughout Europe. ENC: 1, Cost: 10s

Inventive manufacturers have come up with various adaptations to conventional weapons.

Combination Melee Weapon and Pistol: Since viable alternatives to matchlocks began to surface, inventive craftsmen have combined the mechanisms of flintlock and wheellock pistols with various melee weapons. Their grossly inaccuracy and cost have not prevented such combination weapons from becoming popular with well-heeled individuals; in particular the combination of wheellock or flintlock pistol and hanger sword are in vogue for hunting. Due to the imbalance inherent in such a combination weapon, use of the pistol suffers a -10% penalty. Cost: Combine the cost of the melee weapon and desired pistol, then increase the final cost by 50%.

Hidden Knife: Some melee weapons, particularly swords such as rapiers, have the ends of their handles hollowed out so as to fit a knife within (use knife statistics from the close combat weapons table). This concealed knife usually has the pommel of the sword as part of its own handle, and takes a combat round to remove. It is almost impossible to spot or discover, short of someone actively checking the pommel and handle. ENC: -, Cost: 5s

Rifling: Some muskets and pistols are rifled, but these are rare, expensive weapons, not favoured in warfare due to how readily black powder fouls a rifled barrel that is not meticulously and frequently cleaned. Of the few rifled arms available, the most common is the rifled wheellock musket, though rifled flintlock muskets are also being produced. These rifles are commonly called Fowling Pieces, and are primarily used by hunters and gamekeepers. Such individuals are sometimes employed by Parliamentarian and Royalist forces as marksmen in siege situations, tasked with picking off officers and artillery crew at range. Rifling cannot be applied to a donderbus. The range of rifled guns is increased by 50%. Cost: +50%.

WeaponDamage as gunDamage as clubRangeLoadSTR/DEXSize1ENCCost
Arquebus, Matchlock2D61D6-110m610/9M27s 6d
Donderbus, Flintlock4D61D6-15m310/9M240s
Donderbus, Matchlock4D61D6-15m410/10M220s
Donderbus, Wheellock4D61D6-15m310/9M230s
Duelling Pistol, Flintlock2D4+11D4-110m29/9S125s
Duelling Pistol, Matchlock2D4+11D4-110m39/10S115s
Duelling Pistol, Wheellock2D4+11D4-110m29/9S120s
Carbine, Flintlock2D6+11D6-112m310/8M220s
Carbine, Matchlock2D6+11D6-112m410/9M210s
Carbine, Wheellock2D6+11D6-112m310/8M215s
Grenado3D6-5m211/9-13s
Musket, Flintlock2D8+11D630m411/9L320s
Musket, Matchlock2D8+11D630m511/10L310s
Musket, Wheellock2D8+11D630m411/9L315s
PetardSee text-----58s
Pistol, Flintlock1D6+21D4-15m39/7S113s
Pistol, Matchlock1D6+21D4-15m49/8S17s 6d
Pistol, Wheellock1D6+21D4-15m39/7S110s

1. Size when used as a club

The Crossbow and Sling require little training (though some practice), and can be used with the Ranged Combat skill. Long Bows, Recurve Bows and Short Bows, however, require a certain amount of training and require the Advanced skill, Ranged Combat (Bows).

Crossbow: Crossbows were superseded by black powder weapons by English forces a century ago, but remain in use as hunting weapons. ENC: 1, Cost: 20s

Long Bow: A large bow (about 2m long, hence its name) that cannot be used from horseback. Despite its antiquity, the yew long bow still sees some use in battle, primarily among some Royalist troops and Highlander mercenaries. ENC: 1, Cost: 20s

Recurve Bow: The recurve bow is almost only ever found in the hands of Eastern European irregular troops such as mounted Tatars and Croats, making it almost unknown within the British Isles. ENC: 1, Cost: 20s

Short Bow: Short bows have not been used as a weapon of war in England for centuries, but remain in use by hunters. ENC: 1, Cost: 15s

Sling: A strip of cloth or leather used to throw a stone or other projectile at the target. Although not a common weapon of war, peasants who have taught themselves to use a sling for hunting can be surprisingly deadly in combat. ENC: - , Cost: 2d

Weapon Damage Range Load STR/DEX ENC Cost
Crossbow 1D10 130m 2 5/9 1 20s
Long Bow 1D10 150m 1 13/9 1 20s
Recurve Bow 1D8 125m 1 9/13 1 20s
Short Bow 1D8 75m 1 9/9 1 15s
Sling (one handed) 1D6 50m 1 -/9 - 2d

All artillery weapons use the Artillery skill of whoever is in command of the gun when being fired. Fumbles on an Artillery roll will cause the weapon to be put out of action until repaired (which will take days), or represent a crack to the barrel that renders the gun irreparable, or, if the Games Master is feeling particularly cruel, cause everybody in the immediate vicinity to be blown to smithereens. Each artillery piece is characterised by the following qualities:

Damage: The damage the weapon deals on a successful attack.

Range: The effective range of the artillery piece when fired. A target within the weapon's range may be attacked without penalty. A target within double the weapon's range may be attacked, but the attacker's Artillery skill is halved before other modifiers are applied. Attacks cannot be made at a distance beyond twice the weapon's range. A gun fired beyond its range does not benefit from the normal reduced armour protection afforded to guns.

Load: The amount of combat rounds it takes to load the artillery.

Number of horses to pull: The number of horses required to pull the artillery piece when limbered.

Number of men to haul: The number of men required to pull the artillery piece when limbered or to safely shift the weapon onto its limber.

Crew required: The number of people required to operate the weapon.

Cost: The cost in shillings to purchase this weapon.

Cannon and Siege Cannon: Siege guns and other large cannon strike fear into the heart of enemy troops. However, they are very heavy, loading time is lengthy, and they are extremely inaccurate and require a lot of maintenance. A large team of horses (4-16 depending on the exact size of the cannon) are required to move them at all and once set up they cannot easily be shifted. Being deployed in a static position beforehand, they are therefore of limited use in battle. When used in siege warfare, their slow rate of fire, tendency to break, and the scarcity of suitable ammunition (although some can fire heavy stones in a pinch) mean that they are used as much to wear down defenders' morale as to cause casualties or a serious breach in the defences. Cost: 2000-4,000s

Light Artillery: Some lighter artillery does exist. Scottish armies, for example, sometimes use it as heavier weapons are almost impossible to shift through rough mountain territory. Such weapons might be carried on pack animals before assembly. Cost: 600s

Siege Mortar: Needing a smaller crew (one person can fire a mortar although it isn't easy - triple load time) and being easier to manoeuvre than large cannon, the mortar fires an explosive shell into the air. If it lands on target it can be devastating, but such pieces are difficult to aim and ammunition is scarce. Cost: 1,500s

Heavy Arquebus: Sometimes fired from a cart, this heavier Matchlock weapon requires a crew of two and fires a much larger lead ball than the standard musket. Cost: 100s

WeaponDamageRangeLoadNumber of horses to pullNumber of men to haulCrew RequiredCost
Cannon4D880m10 mins84042,000s
Heavy Arquebus4D640m5 mins142100s
Light Artillery4D6100m5 mins282600s
Siege Mortar4D1060m30 mins105011,500s
Siege Cannon6D20120m1 hour169064,000s

For rules purposes, individuals are considered to have Armour Points that correspond to the overall protection that the armour they are wearing confers. This means that two individuals can be wearing different variations of armour, but have the same Armour Points. For ease, players might want to choose the armour their Adventurer is playing from one of the typical armour outfit sets below. If the player wishes to assemble their own set from individual pieces then the category of armour a character is considered to be wearing is at the discretion of the Games Master, who should choose the closest of the following options.

Very Light Armour: Representing just one or two items of protection. Typically very light armour might be comprised of a secrete and soft leather jacket. ENC: 1, Cost: 25s, Armour Points: 1/0

Light Armour: Typically little more than a helmet and soft leather jerkin and trousers, or no helmet with just a buff coat. ENC: 4, Cost: 30s, Armour Points: 2/1

Medium Armour: Pretty much the standard for a well-armoured character. Typically a buff coat, breast- and back-plate, decent boots and a lobster pot helm. ENC: 10, Cost: 85s, Armour Points: 3/1

Heavy Armour: Representing extremely well armoured infantry, more usually worn by members of heavy cavalry regiments. Typically high cavalry boots, backplate, breastplate and short tassets, lobster pot helmet and buff coat. ENC: 15, Cost: 105s, Armour Points: 4/2

Very Heavy Armour: Full plate armour, the typically outfit of a cuirrassiers, including breastplate, backplate, long tassets, gauntlets, closed helmet and vambrace. ENC: 26, Cost: 185s, Armour Points: 5/2

Boots, cavalry: The thick thigh-length boots worn by many cavalry, especially harquebusiers, and some dragoons, provide some protection to the legs but are commonly turned down outside of combat. ENC: 2, Cost: 15s

Breastplate & Backplate: Also called a Cuirass or Corslet, this armour is worn by harquebusiers, cuirassiers, husaria (Polish hussars), pikemen, halberdiers, bucklermen, and siege engineers alike. The breastplate is often sold as being bulletproof, though this is seldom the case, and many supposed test bullet dents are actually made with the end of a ball-tipped hammer. Husaria have their breastplates polished and decorated with brass fittings. Many cavalrymen, especially cuirassiers, and nearly all infantrymen of the types mentioned above, have breastplates with tassets attached (see below), though the tassets are frequently discarded in the case of most infantrymen, except siege engineers. ENC: 3, Cost: 20s

Bridle Gauntlet: An articulated cavalry gauntlet that covers the hand and entire forearm up to the elbow, the bridle gauntlet is worn on the left arm of a few harquebusiers, leaving the right hand unimpeded for easier pistol use. Polish husaria wear a pair of similar gauntlets on both arms called Karvash. ENC: 3, Cost: 20s

Buff Coat, Sleeved: A treated leather coat, skirted and most often sleeved too. It is durable and provides some protection, but most importantly provides freedom of movement. All harquebusiers are equipped with sleeved buff coats. The biggest drawback of the buff coat is the fact that it quickly soaks up water and rain and can take days to dry out. Buff is short for Buffalo, though the coat is made from cowhide. ENC: 4, Cost: 30s

Buff Coat, Sleeveless: A rare few infantry officers and musketeer units have sleeveless buff coats, principally the Trained Bands of London. ENC: 2, Cost: 15s

Helmet: Helmets of many types can be found among the soldiery of Europe. Harquebusiers, Polish husaria, siege engineers, and some cuirassiers make use of Capeline helmets, frequently called Lobster Pots (Zischägge in German and Szyszak in Polish). This is a pot helmet with a fixed peak, cheek guards, articulated aventail, and nasal bar or tri-bar visor, with the latter being especially common in England. Cuirassiers also make use of Close Helms, knightly helms that fully enclose the head and feature hinged visors. Pikemen, halberdiers, bucklermen, and the musketeers of the Trained London Bands, are most commonly equipped with Morion helmets, a style of helmet widely used by the Spanish conquistadors and distinguished by its front and rear pointed peaks and reinforcing top comb. Other helmets frequently used by Pikemen include the Cabasett, a tall-crowned helmet with a narrow brim, Birnhelm, almost identical to the Morion but with a smaller comb and narrower brim, and Burgonet, a domed helmet with fitted peak, tail, reinforcing crest, and cheek guards. Some cuirassiers also make use of the burgonet, usually with a falling buffe visor. The rarest, and certainly most distinctive, helmet is the Metal Hat, literally a wide-brimmed civilian hat, but crafted from metal plate and fitted with a sliding nasal guard. This strange helmet is exclusively the domain of the noble and wealthy, as can be testified by the fact that the late King Charles had one. ENC: 3, Cost: 20s (Cabasett, Morion), 22s (Burgonet), 30s (Close Helm), 40s (Metal Hat)

Secrete: The only dedicated type of armour encountered in use among the otherwise unarmoured musketeers and dragoons, the secrete is still uncommon, a metal skullcap that can be easily worn unnoticed beneath a hat or cap. It provides little serious protection as it is so form-fitting, light, and only covers the top of the head, but is favoured by those soldiers and officers who want to remain unencumbered, or simply prefer the appeal of wearing a fashionable hat rather than a helmet. ENC: 1, Cost: 15s

Tassets, short: Essentially plate skirts attached to the front of many breastplates with hinges to protect the abdomen and groin; they can't be worn without a supporting breastplate. ENC: 3, Cost: 20s

Tassets, long: Worn by cuirassiers and attach the same way as short tassets, but are articulated pieces that extend from the waist down the front of each leg to the knee where they are secured, giving protection to both the abdomen and both legs; they can't be worn without a supporting breastplate. ENC: 9, Cost: 60s

Vambrace: Now only worn by cuirassiers, a vambrace is an articulated plate sleeve formed of a combination of pauldron, rerebrace, couter, and vambrace. ENC: 6, Cost: 40s