- Armour:
AR+10 15gp You must have a Str:6 to wear
AR+20 20gp AR-3 30gp
AR+30 40gp You must have a Str:8 to wear
AR+40 80gp AR-5 60gp
AR+50 160gp You must have a Str:10 to wear
AR-8 120gp
- Special Items:
Luck Tea 30gp Please read instructions after purchase
- Skills:
Master Disarm 40gp
The player calls DISARM attack and rolls ACC as usual, but
instead of rolling WS you roll STR.
Attacker's ACC is aimed at Opponent's weapon (or hand holding weapon).
An unarmed attacker may hit opponent's hand to knock out the held weapon.
If Attacker's ACC beats opponent's SPD, it's a hit, otherwise it’s a miss
and go on to the next round.
Now we have a hit, we must see if we have the STR to force the weapon out
of the opponent’s hand.
If Attacker's STR beats Opponent's STR then the disarming was successful
and the opponent now must suffer the same penalties as if he had botched
a SPD roll.
If the opponent’s STR is equal to or greater than the attackers STR then
the disarm fails and the fight continues normally.
- Weapon Store: Pain - Mart
A large Black smith stands beside a Roaring Fire Hammering at a Sword.
The room is scorching with the heat of the blaze and the Roped arms of
the blacksmith stop as you walk in
“CLOSE THE DOOR YOU’RE LETTING OUT THE HEAT!! Right been expecting you,
MA Names’ Ganok and I be welcoming you to" PAIN-MART
- Skills & Upgrades:
Bludgeon-20gp
Axe-20gp
Blade-20gp
Blade upgrades: - Prior blade level X 2*Upgrade only in affect when using Blade.
The WS: is an automatic add on to your roll. I.E. you can not
roll a zero with these equipped However, you your weapon is dropped
you will lose add on.
Blade II (+2 WS)-60gp
Blade III (+4 WS)-180gp
Blade IV (+ 8 WS)-540gp
Blade V (+12 WS)-1620gp
Excalaber (+12 WS + 3Acc)-4860gp
- Bludgeons:
Club - yea you guessed it. It’s a Big piece of wood. B=5 and WR=4
Needed Strength 3
Free with Purchase of skill
Battle hammer - A large sledge hammer with riveted head B=8 and WR=6
Needed strength 8
25gp
War Hammer - A large Battle hammer with a spiked end B=11 and WR=10
Needed strength 13
50gp
- Axes:
Axe - Yea it’s an axe B=2 and WR=8/ needed Strength 3 accuracy 4
Free with Purchase of skill
Battle Axe - A large axe with a spike end B=5 and WR=8
Needed Strength 8 Accuracy 9
30gp
War axe - A long haft supporting a double blade attachment B=8 and WR=12
Needed Strength 13 Accuracy 14
60gp
- Blades:
Basic Sword - um… yea you get it no frills here B=3 and WR=5
Free with Purchase of skill
Cutlass - Short heavy sword with curved single-edged blade B=4 and WR=8
16gp
Katana - Japanese single-edged sword B=6 and WR=12
Needed Accuracy 5 Speed 8
32gp
Claymore - A two-handed design used as an anti-cavalry weapon.
The big one. B=8 and WR=14
Needed Strength 13 and accuracy 12
64gp
Long Sword - The sword that is long B=10 and WR=20
Needed Strength 10 Accuracy 12 Speed 12
80gp
- Classes:
Basic defense- You can scrap with the best of them B=3 and WR=5
Free if you ask for it
Brute force - you scare your self when you look in the mirror
B=6 and WR=5
Needed strength 5
5gp
Fist of Fury - There is rumor of men that can punch through a wall, you
know that its not a rumor as you rub your knuckles B=9 and WR=12
Needed Strength of 8.
10gp
Tiger Fist - The movement of this is style is so difficult that only the
elite can perform it B=14 and WR=14
Needed strength 15
15gp
Hand To Hand Combat Training(Equalizer skill)
The major benefit of Hand to Hand Combat Training is:
The SPEED: botch has no effect on you as you are less vulnerable when
disarmed. When using Hand to Hand IGNORE a roll of SPEED Zero with regards
to Botch effects.
When using a weapon then you still get disarmed but instead of using the
normal stats for your unarmed, you can fight as normal using your unarmed
training for the damage value.
- Weapon Store: Tack & Saddle
A Slightly Dusty Room with Tack supply hanging on the walls in various
places beside Mounted heads of unknown beast. A slender lady on what
appears to be a Rainbow colored Chain Mail stands sharpening a Long Sword.
With out turning to face you she holds up her hand and motions you to
come in. The sound of the wet stone grinding on the long sword is barely
auditable as you walk across the soft creaking floor.
“I’ve been specting you. Got some Fine wears and good solid Training
if needed, My names’ O’shey You can call me Kelly. Let me welcome you
to the Tack and Saddle".
- Skills & Upgrades:
Flail-20gp
Blade-20gp
Lance-20gp
Lance upgrades: - Prior blade level X 2*Upgrade only in affect when
useing Lance. The Str: is an automatic add on to your roll.
I.E. you can not roll a zero with these equipped However,
you your weapon is dropped you will lose add on.*
Lance II (+2 Str)-60gp
Lance III (+4 Str)-180gp
Lance IV (+ 8 Str)-540gp
Lance V (+12 Str)-1620gp
Sliver Touch (+12 Str + 3Acc)-4860gp
- Flails:
Ball and chain - Too crude to be called a Flail but sweet enough to hold
on to. B=3 and WR=5
Needed Strength 2 accuracy 2
Free with Purchase of skill
Flail - The old ball and chain with a few Rivets to cause some added
damage B=6 and WR=7
Needed strength 5 accuracy 5
25gp
Battle flail - Three small balls attached to three chains. B=9 and WR=11
Needed strength 11 accuracy 11
50gp
- Lances:
Knave Lance - Yep pretty much a long pole B=5 and WR=10
Free with Purchase of skill
Page Lance - An improved version of the basic B=8 and WR=10
Needed Strength 5 Accuracy 5
10gp
Strong Lance - The lords tool for jousting B=16 and WR=10
Needed strength 10 Accuracy 10
20gp
Knightly Lance - You the man B=20 and WR=20
Needed Strength 15 and Accuracy 15
40gp
- Blades:
Basic Sword - Um… yea you get it no frills here B=3 and WR=5
Free with Purchase of skill
Cutlass - Short heavy sword with curved single-edged blade B=4 and WR=8
20gp
Katana - Japanese single-edged sword B=6 and WR=12
Needed Accuracy 5 Speed 8
40gp
Claymore - A two-handed design used as an anti-cavalry weapon.
The big one. B=8 and WR=14
Needed Strength 13 Accuracy 12
80gp
Long Sword - The sword that is long B=10 and WR=20
Needed Strength 10 Accuracy 12 Speed 12
100gp
- Classes:
How to use a horse in Battle
1.HP+20 Basic horseback - Your horse can kick and scrape B=2 and WR=10
First lesson Free
2.HP+30 Calvary rider - Your horse can kick scrape and bight B=4 and WR=10
Needed Accuracy 5
10gp
3.HP+45 Battle Rider - Your horse insights panic as it walks B=6 and WR=10
Needed Accuracy of 8
10gp
4.HP+60 War horse - You and the horse see eye to eye it has a B=10 and WR=10
Needed Accuracy 10
15gp
Cavalry stipulation only so as to hold fair to Cavalry tradition.
You must have your own horse, unless your commander has given
you a horse you need to gain some rank, you cannot borrow a horse
it must be yours
- Weapon Store: Target
A tall lanky man that moves like a willow that dances in the
wind,stands behind the counter.
"Welcome friends to Target My name is dodger What my I get for you?"
- Skills & Upgrades:
Cross Bow - 20pt
Sling - 10pt
Bow - 20pt
Bow upgrades: - Upgrade only in affect when using a Bow. The
ACC is an automatic add on to your roll. I.E. you
can not roll a zero with these equipped
Bow II (+1 Acc ) - 30gp
Bow III (+2 Acc) - 70gp
Bow IV (+4 Acc ) - 150gp
Bow V (+8 Acc) - 310gp
Bow VI (+8 Acc + Double Hit) - 630gp (Double hit is two attacks per
round so two separate ACC rolls)
Info: Projectile weapons (bow/sling, crossbow) may cause
less damage than other weapons but because of its power and speed a
shot from these types of weapons goes through damage reducing armour
(AR- type) and can not be soaked with STR.
Thus someone fighting an Archer using projectile weapons doesn’t need
to roll STR (except if they need it for calculating damage if their
attack was hand to hand due to a botch)
Bows do not have a WS score, they are all base damage.
- Slings:
Sling - Free To all who buy the skill
Sling ammo - Buy once you'll have them forever
Standard B-4 2gp
Lead weight B-5 5gp
Barbed weight B-7 10gp
- Bows:
Bow - Fast and light. Standard issue.
Free to all who buy the skill
Crossbow - Strong, but has low speed. It Uses all standard arrows but
with a +2 base.
Needed Crossbow Skill, Strength 5
Free to all who buy the skill
Recurve Bow -Strong and durable It Uses all standard arrows but with a +4 base.
Needed Bow Skill, Strength 3
20gp
Two Rivers Long Bow - Strong and Accurate. Uses all standard arrows but
with a +6 base.
Needed Bow Skill, Strength 10
50gp
- Standard Arrows:
Standard B-6 2pt Info: Buy once you'll have them forever
Hunting tip B-8 4pt
Barbed Tip B-10 8pt
Flaming Tip B-12 16pt
- Speciality Arrows:
The Bludgeoner (Cross Bow) B=15 Info:These will cost points and are not refreshed.
20gp for 10 bolts How ever many you buy is all you have so use
wisely
The Sparrows Death (Bow) B=15
20gp for 10 arrows
- Daggers:
The Robin - A small and light blade with a small Robin engraved on it, it
has the standard B=2 and WR=4
Free if you ask for it
The Sparrow - A sharper blade with a small Sparrow engraved on it,
it has a B=3 and WR=6
Needed Accuracy 5
10gp
The Talon - A sharp hooked blade with a small falcon engraved on it,
it has a B=8 and WR=8
Needed Accuracy 8
15gp
The Phoenix - A ruby red blade with midnight black handle,
it has a B=10 and WR=10
Needed Accuracy 10
20gp
Info:
The major benefit of Twin Daggers is:
It gives the Archer a much higher chance of damage and chance of
hitting because the two weapons are difficult to avoid.
The player rolls a single ACC and single WS roll, these numbers are
then both doubled. It’s these new values the opponent must fight against.
Below is an example, Cumadrin and Mallett are fighting. Cumadrin is
on the offensive with two daggers.
Cumadrin’s stats are: SPD:6 ACC:10 STR:6 using the Phoenix B=10, WR =10
Cumadrin rolls: SP4, ACC, 9, WS 8, STR 4
Thus when he displays it his attack is
ACC:18
WS:16
As Mallett can not soak such a massive hit Cumadrin does B:10 +
WS:16 damage. Note if Mallett had done a STR botch then Cumadrin
would have done maximum possible damage for the weapon which is
B:10 + WS:20. Twin Daggers is a devastating technique.
YOU CAN NOT USE TWO DIFFERENT DAGGERS. This is like you stab them
twice or have two daggers of the same kind in each hand however you
want to do it.