The following rules are an expanded, edited and modified subset of rules created and copyrighted by Sean Patrick Fannon.  Modifications by Dustin Evermore for integration into a Birthright campaign.  Not for publication in any medium, except for personal use.

COMBAT EQUIPMENT

Weapons List

Weapon AV DAM MIN INIT Notes
Axes, Hammers, Maces
Great Axe -1 6 5 -1 2H, APM
Battle Axe -1 4 4 -1 APM
Dwarven Axe 0 5 5 -0 1.5H, APM
Wood Axe -2 3 4 -2 2H, APM
Hand Axe -1 2 3 -0 TH, Rx5, APM
Maul 0 6 5 -2 2H, +1 ST
War Hammer 0 4 5 -1 1.5H, +1 ST
Sledgehammer -2 3 4 -2 2H, +1 ST
Hammer 0 2 3 -1 TH, Rx5, +1 ST
Great Mace 1 6 5 -1 2H, +1 ST
Mace 0 3 4 0 +1 ST
Morning Star 0 4 5 -1 1.5H, +1 ST
Blades
Great Sword +1 5 5 -0 2H, M
Claymore +1 4 4 -0 2H, M
Bastard Sword +1 4 5 -0 1.5H
Broadsword/Longsword +1 3 4 -0
Saber/Short Sword +1 2 3 -0
Cutlass +1 2 3 -0
Rapier +1 1 2 -0 APM, BA
Dagger/Dirk/Stilletto +1 1 2 -0 BA, TH, Rx5 (Stilletto AP)
Knife 0 1/2  1 -0 BA, TH, Rx5
Elvish Longsword +1 3 3 -0 AP, BA
Main-gauche +1 1 2 -0 BA, +1DV
Clubs
Giant Club 0 (8) 7 -0 2H, L
Ogre Club 0 (6) 5 -0 2H, M
War Club +1 (4) 4 -0 1.5H
Club 0 (3) 2 -0
Stick -1 (2) 1 -0
Big Stick -1 (3) 2 -0
Mug/Chair Leg -2 (2) 1 -0
Tough Mug/Heavy Chair Leg -2 (3) 2 -0
Sap -3 (3) 1 -0
Pole Arms/Extended Weapons
Halberd 0 5 4 -1 2H, M
Pole Arm 0 6 5 -2 2H, L
Scythe -2 4 4 -2 2H, M
Long Spear 0 4 4 -1 2H, L, BA
Spear 0 3 4 -1 1.5H, M, TH, Rx5, BA
Javelin 0 2 3 -0 M, TH, Rx10
Harpoon -1 3 3 -2 2H, M, TH, Rx5
Pitch Fork -2 2 2 -1 2H
Flails
Great Flail 0 5 5 -1 2H, FL, +1 ST
Flail 0 3 4 -1 FL, +1 ST
Uncommon
Quarterstaff +1 (4) 3 -0 2H, M
Ironwood Staff +1 (5) 4 -0 2H, M
Whip -1 1 2 -0 FL, GR, BA
Slaver's Whip -1 2 3 -0 FL, GR, BA
Knight's Lance 0/-2* 4 4 -0/-2* 2H, CH, L
Cavalry Lance 0/-2* 3 3 -0/-2* 2H, CH, L
Darts 0 1 1 -1 TH, R x5
* - The first value applies while the wielder is Mounted. The second applies when they are Dismounted

Ranged Weapon AV DAM STR INIT Notes
Short Bow 0 3 2 -0 2H, 1/2 RL, Rx20, -1DV
Bow 0 4 3 -0 2H, 1/2 RL, Rx30, -1DV
Long Bow 0 5 4 -1 2H, 1/2 RL, Rx40, -2DV
Light Crossbow +1 4 3 -0 2H, 1RL, 150 m/y range, AP
Heavy Crossbow +2 5 5 -0 2H, 2RL, 200 m/y range, AP
Sling 0 2 2 -0 2H, 1/2 RL, Rx20, +1 ST, -1DV
Staff Sling/Slingshot 0 4 3 -0 2H, 1/2 RL, Rx30, +1 ST, -3DV
Siege Weapons
Arbalest +2 6 6 -0 2H, 2 RL, 200 m/y range
Ballista (bolt) +3 9 -- -0 Takes 1 man three phases to load. 450 m/y range
Ballista (stone) +1 6 -- -0 Takes 1 man three phases to load. 300 m/y range
Heavy Ballista (stones) +4 9 -- -0 Takes 2 men 2 turns to load. 450 m/y range
Catapult 0 10 -- -0 Takes 4 men five turns to load. 450 m/y range
Trebuchets 0 11 -- -0 Takes 4 men five turns to load. 450 m/y range
Heavy Trebuchets 0 12 -- -0 Takes 8 men five minutes to load. 600 m/y range

Notes:

1/2 RL = Indicates that the wielder must spend part of the combat round preparing to use this weapon; this preparation precludes any movement or other "free" actions.

1 RL = Indicates that the wielder must spend an entire combat round preparing to use this weapon; they cannot attack until the following combat round.

2 RL = Indicates the wielder must spend two entire combat rounds preparing to use this weapon.

1.5H = "Hand-and-a-half" weapon; the wielder has the option of using one or both hands when using this weapon. If they choose to use both hands, the effective MIN goes down by 1 (which normally means they will do +1D6 of damage; see MIN below).

2H = 2-Handed Weapon; except in extreme cases (the GM's discretion), the weapon requires both hands to wield.

+1 ST: This weapon does increased Stun damage; add +1 Stun to the total Stun delivered for every die of damage rolled. If this is part of a Killing Damage attack, the extra Stun is applied against the KD (not the SD) of the target as part of the total accompanying Stun-to-Hits. For example; a 5d6 War Hammer attack does 18 Hits of damage, but it is treated as having done (18+5) 23 Stun, which is applied to the same DEF as the 18 Hits.

-xDV: This weapon incurs a DV penalty when it is used, but not when it is simply carried (normally because of how it restricts the user's movement and agility when used).

AP = Armor Piercing; this weapon is inherently able to apply its damage to only 1/2 of the defender's applicable defenses.

APM = Armor Piercing Maneuver; the wielder may, if they choose, perform the maneuver listed in the Combat Maneuvers section with this weapon.

AV = Attack Value modifier; this modifier (+ or -) is applied in all Attack rolls (it is also used in Blocking).

BA = The wielder may perform the Bypass Armor maneuver at 1/2 penalty (- 1/2 COV, -1 DV).

CH = This weapon can be used to Charge; normally used while mounted (+1d6 if the mount Moves, +2d6 if the mount Runs; all damage is considered AP).

DAM = This indicates the dice of Damage. Damage in () is Stunning Damage; otherwise, the attack is figured as Killing Damage.

FL: Flail Maneuver; the wielder may, if they choose, perform the maneuver listed in the Combat Maneuvers section with this weapon.

GR: Grab Maneuver; the wielder may, if they choose, perform a normal Grab attack with this weapon (apply normal modifiers).

INIT = The penalty (if any) to Initiative while using this weapon.

L = Long Weapon; The wielder gains +2 DV vs all Melee and Hand-to-Hand opponents.

M = Medium Weapon; The wielder gains a +1 DV vs all Melee and Hand-to-Hand opponents.

MIN = This is the Minimum STR needed to wield this weapon. For every STR under, suffer a -1 to DAM dice, AV, and INIT. For every STR over, add +1d6 DAM (up to 2x DAM).

Rx5: The effective range for this weapon is the STR of the wielder x5 y/m.

Rx10: The effective range for this weapon is the STR of the wielder x10 y/m.

Rx20: The effective range for this weapon is the STR of the wielder x20 y/m.

Rx30: The effective range for this weapon is the STR of the wielder x30 y/m.

Rx40: The effective range for this weapon is the STR of the wielder x40 y/m.

STR = Minimum STR to use a given Ranged Weapon; note that there are no bonuses gained from having a higher STR than this minimum (unlike there are with Melee weapons; see MIN above).

TH = This weapon can be thrown, doing the appropriate damage (STR bonuses included) at the range indicated.

Armor, Helmets, and Shields

Type COV KD MIN PEN
Heavy Clothes, Soft Leather -5 2 1 0
Partial Leather, Partial Padded Armor -3 4 1 0
Full Leather, Full Padded Armor -5 4 2 0
Part. Studded, Partial Boiled Leather -3 6 2 0
Full Studded, Full Boiled Leather -5 6 3 0
Partial Ring, Partial Brigandine -3 8 3 0
Full Ring, Full Brigandine -5 8 3 -1
Partial Scale, Partial Splinted -3 10 3 -1
Full Scale, Full Splinted -5 10 4 -1
Part. Chain, Partial Banded -3 12 4 -1
Full Chain, Full Banded -5 12 4 -2
Improved Chain, Rjurik or Khinasi -5 13 4 -2
Part Plate+Chain, -3 14 4 -2
Full Plate+Chain -5 14 5 -2
Part. Plate Mail -3 16 5 -2
Full Plate Mail -5 16 5 -3
Plate Armor -5 18 5 -4
Elven Chain (Part) -3 13 3 0
Elven Chain (Full) -5 13 3 -1
Dwarven Plate (Part) -3 17 4 -2
Dwarven Plate (Full) -5 17 5 -2
COV: This is the AV penalty that is applied whenever an attacker attempts the Bypass Armor Maneuver (see 5.1 - Basic Combat Maneuvers).

KD: The defense of the armor - the amount of damage taken off of an attack. Use this value against Killing attacks. Use either this number or the Stun Defense of the wearer (whichever is higher) against Stunning attacks.

MIN: This is the minimum STR required to wear the armor without additional penalties. Each point of STR under this increases the PEN by 1. Each point over decreases the Defense Value and Initiative part of the PEN by 1.

PEN: This is the overall Penalty of the armor, indicating the bulkiness and difficulty to certain tasks that this Armor presents. This includes (but is not restricted to) Stealth, Acrobatics, Athletics, Climbing, Bow Use, Defense Values (DVs) and most other COMBAT Characteristic related skill uses (although Melee and Hand to Hand AVs won't be affected). The PEN is also used as an INIT modifier in combat. Again, for every STR point of the wearer over the MIN, the DV and INIT penalties are offset by 1 (although the other applications of the PEN still apply).

HELMS -

Partial Helms (-1 COV, -1 Perception Rolls)
Full Helms (-2 COV, -3 Perception, -1 REC)

Helmets restrict Perception, hearing and sight, and are "stuffy," reducing REC. However, they add to the total COV value of the armor they are worn with. It assumed that the helmet is the same KD as the armor it is worn with.

SHIELDS - 
Type DV+ STR Min
Small +1 2
Medium +2 3
Large +3 4
Parrying Dagger +1 2
Buckler +1 2
The DV+ can also be used a bonus in Blocking; Every Point of STR below Min, lose one DV+

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