2.6.1 Basic Equipment

Basic Weapons List

Weapon Value Damage Critical Range Weight
Simple Weapons:
Dagger L 2 TU 1d4 19-20 Melee or Short 1 lb.
Club 1 TU 1d4 20 Melee or Short 3 lb.
Staff 2 1 TU 1d6 20 Melee 4 lb.
Blowgun * ½ TU 1 19-20 Short ½ lb.
Improvised Weapons:
Hatchet 2 TU 1d6 19-20 Melee or Short 3 lb.
Spear 2 TU 1d6 19-20 Melee or Short 4 lb.
Wrench, Heavy 2 3 TU 1d8 19-20 Melee 8 lb.
Javelin * 1 TU 1d6 19-20 Medium 2 lb.
Martial Weapons:
Broad Sword 6 TU 1d8 19-20 Melee 7 lb.
Morning Star 4 TU 1d8 19-20 Melee 8 lb.
Great Axe 2 7 TU 1d12 19-20 Melee 14 lb.
Short Bow * 5 TU 1d8 19-20 Medium 2 lb.

L Light weapon; add only half the Strength bonus to damage rolls.

2 Two-handed weapon; add one-and-a-half times the Strength bonus to damage rolls, but wielder cannot use a shield.

* Ranged weapon. Javelins used in melee suffer non-proficiency penalty. Other ranged weapons cannot be used in melee.

Basic Armour List

Armour Value Armour Bonus Max Dodge Bonus Armour Penalty Weight
Light Armour:
Cloth Armour 5 TU +1 +6 0 10 lb.
Leather Armour 8 TU +2 +6 0 15 lb.
Studded Leather 12 TU +3 +5 -1 20 lb.
Medium Armour:
Hide Armour 10 TU +3 +4 -3 25 lb.
Chitin Armour 13 TU +4 +3 -4 30 lb.
Small Shield 7 TU +1 -1 6 lb.
Heavy Armour:
Large Shield 10 TU +2 -2 10 lb.

Basic Adventuring Gear

Item Cost Weight
Arrows, Short Bow (10) 1 TU 2 lb.
Backpack 3 TU 2 lb.
Chalk ½ TU
Darts, Blowgun (20) ½ TU ½ lb.
Flint and Steel 1 TU
Grappling Hook 1 TU 4 lb.
Pouch ½ TU ½ lb.
Rations (1 day) ½ TU 1 lb.
Rope (50 ft.) 1 TU 4 lb.
Sack ½ TU ½ lb.
Torch ½ TU 1 lb.
Waterskin (Full) ½ TU 4 lb.
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