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Weapons & Armour

ACCOUTREMENTS

Armaments          
Item Cost Damage Slots Availability Notes
Arbalest 45sp d6+2 1   Slow, Ranged; Bolts are 10sp/score
Ball and Chain 15sp 2d6 3   Can attack foes in adjacent zone
Bec de Faucon   2d4+1 2    
Caltrops, 10 1sp 1-2 1   Will halt pursuers
Club, Shoddy 1sp d4+1 1   Breaks on damage roll of ‘1’
Cestus or Handhook 5sp d4 1   Easily hidden
Gentleman’s sword 20sp d6 1   Acceptable in Polite Society
Flamberge 50sp d10 2    
Fauchard 50sp d10+1 2   Attack from 2nd Rank
Heteri Broadsword 15sp d6 1   Damage rolls of ‘1’ count as ‘2’, includes Phallic-hilted Tulwar and Khopesh[^1]
Horseman’s Hammer 20sp d6 1   +2 to hit against heavy armor
Khanjar 10sp d4 1    
Kriegsflegel 35sp d6 2   Includes Morgenstern; On damage rolls of ‘6’, roll again and add result
Pernach 20sp d6 1    
Recurve 50sp d6 1   Ranged; arrows are 10sp/score
Roncone 15sp d8+1 2   Attack from 2nd rank, Accept charge
Skeggox 10sp d6 1   Includes Tabar
Sword-cane 75sp d4 1   Hidden

Arbalest: a projectile launching weapon, sometimes using a small winch to allow bolts to be loosed with great forces. It is held horizontally in two hands. An arbalest requires little training to use, but even the most proficient find “reloading” a slow task.

Ball & Chain: A heavy metal ball attached to a study chain and swung about to dramatic bludgeoning effect. Typically uses a chain of about 3’ in length, though the larger or maniacal wielders may have a chain of 6’ or more. Requires great strength, pharmaceuticals, or pure mania to harm a foe more than oneself.

Bec de Faucon: A vicious polearm with a compact warhammer-like head for focused penetration of the heaviest armor. Most have an edge hook opposite the hammerhead and spike on the top of the shaft.

Caltrops: small pronged metal impediment in a star like form to ensure at least one spike is always facing upward. Typically used by the dozen to block a foe’s rapid movement through an area or impede pursuit.

Club, Shoddy: Used by the poor, uncouth, and desperate.

Cestus, Handhook, etc: Includes a variety of bladed, hooked, spiked, or studded weapons that increase the lethality of punches and attacks that would otherwise be considered unarmed attacks.

Gentleman’s sword: A finely crafted one-handed straight-sword, used as a piercing or edged weapon. Appropriate to be worn in respectable company, at least by respectable folk. Can typically be worn around town unless you’re suspicious looking.

Flamberge: A long two-handed sword with a flamboyant, wavy blade.

Fauchard: A fine polearm with scythe-like cutting blade. Many incorporate spearpoints or hooks.

Heteri Broadsword: The traditional weapon of the Heteri people. A single edged sword with the style of a sabre and the weight of a cleaver. Balanced and just long enough to be an effective single-handed weapon on horseback.

Horseman’s Hammer: A two-foot weapon with a quadrangular head designed to focus the impact. Many have a spike on the reverse.

Khanjar: A heavily curved dagger that can be used for cutting or stabbing. Include other small blades such as stilettos.

Kriegsflegel: A category of weapons that have a spiked ball or bar connected to a haft by a short length of chain. Most commonly found in two-hand varieties, but smaller versions can be found.

Pernach: A club-like weapon with a flanged metal head and a reinforced or metal haft.
Recurve:

Roncone:

Skeggox: Includes Tabar

Sword Cane: A slender blade concealed in the shaft of a sturdy wooden cane. While it can still mortally wound a foe, it is often used more for threatening than actual harm to a foe. Despite the deception it is considered a Gentlemenly Weapon.

Defenses          
Item Cost AC Slots Availability Notes
Barding 2x human cost Varies 2   AC by Material Type
Brigandine 60sp +3 2    
Codpiece, Mundane 10sp -- --   Defense against critical hits and insults of taste
Cuirass, Giant Lizard 25sp +2 1    
Gambeson 10sp +1 1   Includes buff coat, pitch jacket
Helmet, Eisenhut 20sp +1 1   Can be sacrificed to negate critical hit
Helmet, Sallet 25sp +1 1   +1 Circumstantial Save
Helmet, Skullcap 10sp +1 --   Magician-friendly
Lamellar 600sp +5 2   Rare, Noisy
Maille Hauberk 100sp +4 2    
Mask, Armored 20sp +1 --   +1 Circumstantial Save, Rare
Shield, Buckler 15sp +1 1   Can be splintered
Shield Nog 1sp/day +2 --   Cost does not include room and board
Shield, Rotella 25sp +2 1   Can be splintered
Wasp Plate 1000sp +6 3   Damn hot in the jungle