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WFRPS Equipment Tables

"The Haflings of the Moot use their symbol, a gigantic cock, on their silver coins."
Table 1-1: Income
Use this table as is, page 14 of the armoury or page 104 of the core rules. I think the incomes work well
but the item costs and encumbrance values need revision, which is the purpose of this document.
The only income related table I've altered is the costs of hiring a specialist (I.E. a doctor) on page 15 of
this because I feel the cost should reflect the description given in the core rules and armoury of how
rarely a peasant can afford to hire a doctor.

Table 1-2: Exchange Rates


Exchange rates should be used as is from the Old World Armoury (Page 9)

Table 1-3: Bartering


Ignore the section on bartering entirely as it makes no sense.
Scarcity of goods is a factor in any economy, barter or otherwise, but not the only factor.

Table 1-4: Trade Goods


Trade Good Common Price Availability Trade Good Common Price Availability
Fabrics Per Square Yard (10) Hides Per Skin (10)
Canvas 1s Average Bear 3 gc Scarce
Homespun 5p Common Deer 2 gc Scarce
Lace 1 gc Rare Fox, red 1 gc Average
Linen 1s Common Fox, white 3 gc Scarce
Silk, Cathay 10 gc Very Rare Horse 15 s Plentiful
Velvet 5 gc Rare Leather 15 s Common
Wool 2s Average Leopard 20 gc Very Rare
Dyes Per 6 Ounces (5) Lion 30 gc Very Rare
Blue, copper 15 s Average Marten 1 gc Scarce
Blue, Ultramarine 30 s Scarce Mink 25 s Scarce
Green 1 gc Average Racoon 5s Plentiful
Ochre 35 s Scarce Sable, black 2 gc Rare
Purple 60 gc Very Rare Sheep 10 s Common
Red, iron 15 s Common Wolf 1 gc Scarce
Safflower 12 s Plentiful Grains Per Pound (15)
Yellow 10 s Common Barley 10 s Average
Vermillion 10 gc Rare Buckwheat 5s Common
Oils Per Gallon (50) Chick Peas 15 s Average
Almond 3 gc Scarce Lentils 10 s Average
Hazelnut 1 gc Average Millet 5s Common
Olive 35 s Scarce Oats 5s Common
Safflower 15 p Plentiful Rice 2 gc Scarce
Sesame 3 gc Scarce Rye 5s Common
Sunflower 2s Common Wheat Berries 15 s Average
Walnut 10 s Average Flours Per Pound (15)
Sweeteners Per Pound (15) Barley 15 s Average
Honey 20 p Common Buckwheat 8s Common
Sugar, brown 10 s Average Rye 8s Common
Sugar, raw 25 p Common Wheat 25 s Average
Exotics Per Pound (15)
Chillis 30 gc Very Rare
Chocolate 30 gc Very Rare
Coffee 15 gc Rare
Tea 1 gc Scarce
Tobacco 5 gc Average
The number in brackets after the volume is the encumbrance for one 'dose' of the good. It's not exact
but there weren't any in the armoury and I can't be bothered to agonise over it. Same goes for availability.
Table 2-1: Armour
Armour Type Cost Enc Covers AP Availability
Leather
Leather Skullcap 1 gc 5 Head 1 Common
Leather Jerkin 3 gc 20 Body 1 Common
Leather Jack 6 gc 30 Body, arms 1 Common
Leather Leggings 5 gc 15 Legs 1 Common
Full Leather 15 gc 40 All 1 Average
Chain
Mail Coif 5 gc 10 Head 2 Average
Mail Shirt 25 gc 40 Body 2 Average
Sleeved Mail Shirt 60 gc 50 Body, Arms 2 Average
Mail Coat 40 gc 50 Body, legs 2 Average
Sleeved Mail Coat 85 gc 70 Body, arms, legs 2 Average
Mail Leggings 20 gc 30 Legs 2 Scarce
Full Mail Armour 105 gc 120 All 3 Scarce
Plate
Helmet 10 gc 20 Head 2 Rare
Breastplate 50 gc 75 Body 2 Rare
Plate Bracers 30 gc 40 Arms 2 Rare
Plate Leggings 40 gc 55 Legs 2 Rare
Full Plate Armour 235 gc 300 All 5 Very Rare
Ithilmar Mail
Mail Coif
Ithilmar Coif - 5 Head 3 -
Ithilmar Shirt - 30 Body 3 -
Ithilmar S/Shirt - 40 Body, arms 3 -
Ithilmar Coat - 40 Body, legs 3 -
Ithilmar S/Coat - 60 Body, arms, legs 3 -
Ithilmar Leggings - 20 Legs 3 -
Full Ithilmar Mail - 105 All 4 -
Gromril Plate
Gromril Helmet - 20 Head 3 -
Gromril Breastplate - 75 Body 3 -
Gromril Bracers - 40 Arms 3 -
Gromril Leggings - 55 Legs 3 -
Full Gromril Plate - 300 All 6 -

Studded Leather and Scale Mail armours have been ignored because they're pretty rubbish.
Standard Layering rules for armour apply, you can only put heavier armour over lighter.
Full suits listed above include full suits of lighter armours. (I.E. Full plate includes full leather and chain).
Wearing Leather armour does not give any penalties to agility or movement.
Wearing any form of Chain (Except a coif) gives a -10% penalty to Agility.
Wearing any form of Plate does not give any penalties to movement as this is covered by Encumbrance.
Ithilmar Mail does not give the usual -10% Agility modifier that wearing mail confers.
Gromril Plate is the only way to get an AP above 5. Not that you'll ever see any.
The difference in availability for full suits is due to the difficulty of finding a complete suit for sale.
These encumbrance values were factored using a basic assumption that the average human with an
Encumbrance of 310 can wear a suit of full plate and carry a sword and shield and lose exactly 1 point
of Movement. As stated in the armour rules, you should lose a point of movement for wearing plate,
unless you are using the encumbrance rules, in which case it is already factored in. Well, now it is.
Table 3-1: Best Craftsmanship Hand Weapons
These rules are being ignored as they further complicate the weapons rules and unbalance things.

Table 3-2: Best Craftsmanship Great Weapons


As above, only more so.

Table 3-3: Melee Weapons


Name Cost Enc Damage Group Availability
Buckler 1 gc 10 SB-4 Parrying Average
Dagger 10 s 5 SB-3 Ordinary Common
Demilance 5 gc 50 SB Cavalry Scarce
Flail* 6 gc 50 SB+1 Flail Scarce
Foil 8 gc 25 SB-2 Fencing Rare
Knuckle-Duster 5s 1 SB-3 Ordinary Common
Great Weapon* 10 gc 100 SB Two-Handed Average
Halberd* 8 gc 80 SB Two-Handed Common
Hand Weapon 3 gc 30 SB Ordinary Common
Improvised - 20-50 SB-4 Ordinary -
Lance 15 gc 80 SB+1 Cavalry Rare
Main Gauche 30 s 15 SB-3 Parrying Scarce
Morning Star 7 gc 40 SB Flail Scarce
Quarterstaff* 2s 35 SB-2 Ordinary Plentiful
Rapier 8 gc 25 SB-1 Fencing Scarce
Shield 3 gc 30 SB-2 Ordinary Common
Spear 3 gc 60 SB Ordinary Common
Sword-Breaker 2 gc 25 SB-3 Parrying Scarce
Unarmed Free, don't lose it - SB-4 Ordinary -
Unrimmed Shield** 5s 30 SB-2 Ordinary Common

Table 3-4: Missile Weapons


Name Cost Enc Damage Group Availability
Bola 5s 15 1 Entangling Scarce
Bow* 5 gc 50 3 Ordinary Common
Crossbow* 15 gc 80 4 Ordinary Average
Crossbow Pistol 25 gc 25 2 Crossbow Rare
Elfbow* 100 gc 50 3 Longbow Very Rare
Improvised - 10-30 SB-4 Ordinary -
Javelin 15 s 30 SB-1 Ordinary Average
Lasso* 5s 10 n/a Entangling Plentiful
Longbow* 10 gc 60 3 Longbow Average
Net 1 gc 50 n/a Entangling Plentiful
Repeater Crossbow 100 gc 100 2 Crossbow Very Rare
Shortbow* 3 gc 40 3 Ordinary Common
Sling 5s 5 3 Sling Common
Spear 3 gc 60 SB Ordinary Common
Staff Sling* 10 s 35 4 Sling Rare
Throwing Axe 30 s 20 SB-2 Throwing Average
Throwing Dagger 20 s 8 SB-3 Throwing Common
Whip 20 s 15 SB-4 Entangling Average
Ammunition
Arrows (5) 10 p 10 - - Common
Bolts (5) 20 p 8 - - Average
* These weapons require two hands to wield and cannot be used with a buckler or shield.
** Unrimmed shields are good for only one adventure after which time they are useless.
I haven't listed all the weapon details. Use the main book (Page 47) for anything else, not the armoury.
These costs and encumbrance values seem much more reasonable to me.
Table 4-1: Bomb & Incendiary Miss Locations
No need to reprint this, it's in the armoury and it works. Page 45.

Table 4-2: Gunpowder Weapons


Name Cost Enc Damage Group Availability
Blunderbuss 40 gc 60 3 Gunpowder Very Rare
Bomb 35 gc 30 6 Explosive Very Rare
Duck-Foot 150 gc 30 3 Engineer Very Rare
Rifle* 60 gc 60 4 Gunpowder Very Rare
HL Long Rifle* 200 gc 80 4 Engineer Very Rare
Incendiary 20 gc 25 4 Explosive Scarce
Jezzail* - 70 3 Gunpowder -
Pistol 50 gc 15 4 Gunpowder Very Rare
Repeater Rifle* 200 gc 70 4 Engineer Very Rare
Repeater Pistol 150 gc 35 4 Engineer Very Rare
Ammunition
Firearm Shot (10) 5s 10 - - Very Rare
Gunpowder (1) 3s 1 - - Very Rare
* These weapons require two hands to wield and cannot be used with a buckler or shield.
I've changed the prices drastically because they were just too damned expensive before.
I've also changed the names of the firearm to rifle and repeater handgun to repeater rifle. I think this will
be a lot less confusing than the earlier list.
The Hochland Long Rifle and Jezzail have both had *'s added because it makes sense.
Any details missing can be found on page 108 of the core book and page 47 of the armoury.

Table 4-3: Advanced Misfires


This table works as is in the armoury. When a misfire occurs, turn to page 47.

Table 4-4: Bolt Throwers


Unlikely these will be used. If you need them, the details are on page 49 of the armoury

Table 5-1: Clothing


Item Cost Encumbrance Availability
Outfits
Uniform 2 gc 15 Common
Light Outfit 1 gc 10 Average
Standard Outfit 15 s 20 Abundant
Winter Outfit 2 gc 30 Common
Items
Boots or shoes 5s-7s 3-5 Abundant
Cape 10 s 3 Abundant
Cloak 1 gc 5 Abundant
Leggings 3s 2 Abundant
Shirt 5s 2 Abundant
Soft Hat 3s 3 Abundant
Stiff Hat 5s 4 Abundant
An outfit consists of a shirt, leggings boots or shoes, a cloak or cape and a hat. Light outfits are the
equivalent of Sunday best or summer clothes, standard outfits are everyday work clothes and winter
outfits should be obvious. Starting characters receive two outfits appropriate to their character/career.
A uniform is along the lines of a watchman's tabard or a jester's motley.
Use the rules for differing qualities to find the price of clothing for the different classes. Peasants use
poor quality clothes, most people use standard cost, wealthy merchants and the like wear good while
only nobles and royals can, as a rule, afford to waste the money on best quality clothing.
Any additional adorments such as inlaid jewels and the like will need to be factored into the cost.
These adornments may increase the encumbrance of an item or outfit.
Waxing a garment or outfit costs an additional 50% and effectively waterproofs it. Don't wax silk, stupid.
Table 5-2: Carrying Equipment & Containers
Container Cost Encumbrance Capacity Availability
Backpack 1 gc 20/50 250 Plentiful
Basket 10 p 10/20 60 Abundant
Bottle 3s 2/5 5 Common
Box, Iron, Large 1 gc 200/350 300 Common
Box, Iron, Small 10 s 100/200 150 Plentiful
Bucket, metal 5s 20/40 50 Plentiful
Bucket, wood 2s 30/50 50 Abundant
Cage, Large 20 gc 500/1,400 1 Ogre Scarce
Cage, Small 10 gc 200/600 1 Halfling Average
Case, Tube 15 s 2/3 3 Scrolls/Maps Scarce
Cask, 4 Gallons 8s 50/150 100 Common
Cask, 10 Gallons 12 s 125/250 500 Common
Cask, 25 Gallons 1 gc 300/600 1,200 Common
Chest, Large 10 s 200/350 300 Average
Chest, Small 6s 50/150 100 Common
Cup, Wood or Clay 5p 1/1 1 Abundant
Flask, Leather 15 s 5/10 6 ( 1Pint) Average
Flask, Metal 25 s 10/15 6 ( 1Pint) Scarce
Glass 1s 1/1 1 Average
Goblet 2s 1/2 2 Common
Jug, Clay 4s 10/55 50 (1 Gallon) Plentiful
Kettle 15 s 5/15 10 Plentiful
Pitcher, Clay 2s 10/30 25 Abundant
Pouch, Large 5s -/1 2 (400 coins) Plentiful
Pouch, Small 2s -/- 1 (200 coins) Plentiful
Pot, Clay 2s 15/30 15 Abundant
Pot, Iron 1 gc 30/60 30 Plentiful
Purse 2s -/1 0.5 (100 coins) Plentiful
Sack, Large 3s 5/75 200 Plentiful
Sack, Small 20 p 1/30 100 Plentiful
Slingbag 25 s 5/40 200 Average
Tankard, Pewter 15 s 5/6 6 Plentiful
Tankard, Wooden 5s 5/6 6 Plentiful
Trunk, Large 2 gc 300/500 400 Average
Trunk, Small 25 s 150/250 200 Common
Vial 10 p -/- - Common
Waterskin 8s 5/50 100 Plentiful
Added a new category to this table, seeing as I had the space and it makes things easier. The listing
for capacity tells you how many units of encumbrance the container holds. I've worked from a rough
estimate of 1 gallon equalling 50 units of encumbrance. This makes a pint about 6 units. I know some
of the figures are a little out of whack but it just kind of makes sense to have backpacks and the like
make it much easier to carry gear.
There are two listings for Encumbrance, divided by a slash. The number before the slash is for when the
container is empty, once you start cramming stuff in, use the second figure. This may be slightly
unrealistic but it saves time and makes the encumbrance rules slightly easier to figure out. Remember
that once you put an item in a container, you no longer count it's encumbrance towards your limit, that's
why the containers all have two encumbrance listings.
Example:
Johan has 2 pistols (15 units each), and a winter outfit (30 units). He crams them into his backpack
(20/50 Units) and uses the second value for the backpack. He now only counts the backpack towards
his encumbrance, giving him 50 units instead of 80 (15 + 15 + 30 + 20).
If you want details for any of the equipment listed in this entire document you'll need the core rules and
probably the armoury as well.

Table 5-3: Food & Drink


Food or Drink Cost Enc Availability
Ale, Pint 2p 5 Plentiful
Beer, Pint 1p 5 Abundant
Brandy, Brettonian 15 s 2 Average
Bread, Loaf 2p 1 Abundant
Butter (lb.) 20 p 3 Plentiful
Cheap Pie 2p 1 Common
Cheese, Misc (lb.) 40 p 3 Common
Delicacy 20p+ 3 Scarce
Eggs (12) 10 p 2 Plentiful
Fish, Fresh 3p 3 Common/Plentiful
Fish, Barrel 5p 20 Common
Food/Day (Poor) 5p 10 Plentiful
Food/Day (Avg) 10 p 10 Common
Food/Day (Good) 20 p 10 Average
Mead, Pint 3p 5 Average
Meat, Side of 2s 10 Average
Milk, Pint 2p 5 Plentiful
Rations (1 Week) 5s 5 Common
Rotgut, Quart 3p 2 Plentiful
Soup, Bowl 1p 2 Abundant
Spirits 1s 5 Average
Wint, Pint, Quality 5s 5 Average
Wine, Pint, Poor 2s 5 Common
This is pretty much standard from the armoury. I've changed few things here and there but mostly it's
just here for the sake of completeness. Which is strange considering this isn't a complete list of
everything in the armoury.

Table 5-4: Illumination Ranges and Duration


This table is printed correctly in the armoury (Page 60), don't bother using the one in the core rules.

Table 5-5: Illumination


Illumination Cost Encumbrance Availability
Candle, Tallow 10 p 2 Plentiful
Candle, Wax 30 p 2 Average
Charcoal (Sack) 1s 15 Common
Kindling/Firewood 5p 5 Plentiful
Lamp 3s 10 Plentiful
Lantern 1 gc 15 Average
Lantern, Storm 3 gc 25 Scarce
Lighter* 5s 1 Rare
Match 1p - Average
Oil (4 Hours) 3s 20 Plentiful
Torch, Treated 10 p 5 Common
Torch, Untreated 5p 5 Plentiful
* Historically lighters existed before matches, so I've included one here. It works like a small lamp with
a metal casing and a small flint and striker attached on a slim metal bar. Assume the illumination
ranges are the same as a match but give it a burn time of 2 minutes. You'll get charged about a penny
to fill it or you can do it from your lamp at negligible cost.
The Illumination table is pretty much as it exists in the armoury. I've only included it because I wanted
to alter a few of the prices and because I felt a desperate shameful need to add in the stats for a lighter.
I can't help myself, I just needed to see a lighter in there. I've also changed some of the prices to fall
in line with the other alterations I've made. Otherwise a storm lantern would cost 4 times what a sword
does now.
Table 5-6: Personal Equipment
Equipment Cost Encumbrance Availability
Armoire 15 gc 500 Average
Banner 2 gc 30 Common
Bed Frame 10 gc 1,500 Average
Bedroll 5 gc 15 Plentiful
Bell 3s 1 Common
Blanket 15 s 10 Plentiful
Book/Scroll Case 15 gc 400 Scarce
Brush or Comb 15 p 1 Plentiful
Chair 1 gc 150 Common
Clothes Pegs (12) 10 p 1 Common
Cosmetics 10 s 3 Common
Couch 10 gc 1,000 Scarce
Cutlery, Wooden 2s 1 Plentiful
Cutlery, Metal 5s 3 Common
Cutlery, Silver 5 gc 2 Scarce
Deck of Cards 15 s 1 Plentiful
Desk 20 gc 800 Scarce
Dice, Bone 5s - Plentiful
Dice, Weighted 10 s - Scarce
Footstool 1 gc 60 Average
Grappling Hook 2 gc 15 Average
Ladder 15 s 80 Common
Ladder, Rope 10 s 10 Average
Lock, Average 30 s 5 Common
Lock, Quality 15 gc 5 Scarce
Marbles 1s - Average
Mattress, Flock 5 gc 300 Average
Mattress, Feather 15 gc 250 Scarce
Mirror, Large Metal 10 gc 20 Scarce
Mirror, Small Silver 15 gc 2 Rare
Mirror, Shard 5 gc 3 Scarce
Perfume/Cologne 1 gc - Common
Pole, 1 Yard 1s 10 Plentiful
Rope, 1 yard 1s 2 Common
Shaving Kit 3 gc 2 Average
Snuff Box 2 gc - Average
Soap 2p 1 Common
Table 5 gc 1,200 Common
Tarp 5s 20 Common
Tent, Small 10 s 50 Common
Tent, Large 40 s 80 Average
Tent, Pavillion 5 gc 600 Average
Tinderbox 3s 3 Plentiful
Changed a few prices and encumbrance values. Added in Mirror, Shard the affluent peasant's choice of
shaving mirror. Also changed the availabilities of the mirrors but don't sweat it. No one will care either
way.
Table 5-7: Musical Instruments
Instrument Cost Enc Availability Cool*
Coach Horn 3 gc 20 Average 5
Drum 10 s 40 Average 3
Harp, Small 15 gc 20 Rare 1
Hapsichord 200 gc 1,000 Rarre 0
Lute 50 gc 30 Scarce 6
Mandolin 15 gc 25 Scarce 5
Mouth Harp 5s 1 Average 8**
Recorder 10 s 5 Average 1
Tambourine 15 s 5 Average 7***
Viol 18 gc 30 Average 3
Whistle 3s - Common 4
* This indicates how likely you are to get laid by playing this instrument with 1 being the Elephant Man
and 10 being Hugh Hefner.
** But only with your cousin, Elmer.
*** Go figure.
The conclusion being, playing an instrument couldn't assure sexual congress until the invention of the
bass guitar and, to a lesser extent, the lead electric.
I just changed the prices and didn't bother adding the stats for a baby grand piano.

Table 5-8: Reading & Writing


Item Cost Encumbrance Availability
Book, Glued 50 gc 20 Very Rare
Book, Stitched 80 gc 20 Very Rare
Book, Illuminated 200 gc+ 40 Very Rare
Brush 1 gc - Average
Cartography Kit 20 gc 15 Rare
Charcoal Stick 2p - Comon
Chalk (1 Stick) 10 p - Comon
Ink, Black 1 gc 1 Average
Ink, Colour 5 gc 1 Scarce
Ink, Purple 10 gc 1 Very Rare
Inkpen 10 s - Scarce
Lock, Book 10 gc 1 Very Rare
Paper/Sheet 5s - Very Rare
Parchment/Sheet 2s - Rare
Writing Kit 6 gc 5 Average

Dropped the prices of books, and changed purple ink to fit in with the description of it.
Ignore the rules in the Armoury (Pg 65) for book locks taking a challenging (-10%) strength test to open,
it's a tiny lock attached to a book it can't be that hard to break apart. If it is then you can just cut the
thing off.
Oh, and I dropped the cost of charcoal because a schilling per stick seems extortionate for a lump of
burnt wood. Any peasant can find one in his hearth rather than wasting a couple of days food money at
the local art and craft store.
Table 5-9: Tools
Tools Cost Encumbrance Availability
Abacus 5 gc 5 Rare
Animal Call 10 s - Common
Anvil 30 gc 300 Rare
Awl 2s 2 Common
Bellows 2 gc 5 Common
Branding Iron 1 gc 5 Common
Butcher Tools 6 gc 20 Common
Candle, Timing 2s 2 Average
Chain, Per Yard 1 gc 5 Rare
Chisel, Set 4 gc 5 Common
Coin Die 20 gc 5 Rare
Crowbar 10 s 10 Common
Disguise Kit 5 gc 10 Scarce
File Set 3 gc 5 Average
Fishhook & Line 2s 2 Common
Fishing Net 15 s 30 Plentiful
Forge 800 gc To much to carry Scarce
Fuse 1s - Scarce
Gin Trap 1 gc 20 Common
Gin Trap, Large 3 gc 40 Average
Glue 1 gc 1 Common
Hacksaw 2 gc 5 Common
Hammer 1 gc 5 Common
Hoe 2 gc 10 Plentiful
Hourglass 5 gc 5 Rare
Lock Picks 6 gc 5 Average
Magnifying Glass 30 gc 10 Very Rare
Manacles 3 gc 10 Average
Metal Ingot, Base 15 s 15 Average
Nails (10) 1p - Plentiful
Navigation Charts 20 gc 5 Rare
Needle, Sewing 10 p - Plentiful
Pestle & Mortar 1 gc 20 Common
Pick, Climbing 2 gc 10 Scarce
Pick, Miner's 1 gc 15 Average
Pitchfork 1 gc 10 Plentiful
Plough 8 gc 150 Common
Saw 4 gc 10 Common
Scales 10 gc 45 Scarce
Scythe 3 gc 30 Common
Sledge Hammer 1 gc 30 Common
Snare (Wire) 1 gc 5 Common
Spade 1 gc 15 Common
Spike 5s 5 Common
Telescope 100 gc+ 10 Rare
Trade Tools 30 gc 50 (100/Smiths) Scarce
Twine, Roll 8p - Abundant
Wax, Sealing 10 s 1 Common
Wedge, Wood 5p 2 Plentiful
Wheelbarrow 4 gc 50 Common
Whetstone 10 s 1 Common
Changed a few bits here and there. Nothing major except I jacked the price for a coin die. Should be
a little bit more expensive to set yourself up as a counterfeiter I feel.
The encumbrance for most trade tools is 50, 100 for smith's tools.
Table 6-1: Quack Medicine
Use this table as is, either on page 209 of the core rules or page 69 of the armoury.

Table 6-2: Mamma Melchin's Cure For What Ails Ya


This table works fine as is. If a player drinks a dose of this, find the table on page 70 of the armoury.

Table 6-3: Draughts


Draught Cost Encumbrance Availability
Bugman's Ale 30 gc 5 Very Rare
Cure-All 5 gc - Common
Calming Nectar 60 gc - Very Rare
Essence of Chaos 50 gc - Very Rare
Feyeyes 1 gc - Scarce
Greta's Boon 20 gc - Very Rare
Healing Draught 5 gc - Average
Kiss of the Courtier 10 gc - Scarce
Liquid Courage 10 gc - Scarce
Mamma Melchin's 1 gc - Common
Moot Milk 30 gc - Scarce
Added in the details for Kiss of the Courtier and Liquid Courage as they aren't on the table in the
armoury. I also removed antitoxins from the list as they're not described in the book. No point in having
an item in there that doesn't exist. I shifted some of the prices around, just to avoid stupidity.

Table 6-4: Poisons


Poison Cost Encumbrance Availability
Belladonna 15 gc - Rare
Black Lotus 15 gc - Very Rare
Bottled Love 10 gc - Scarce
Chimera Spittle 50 gc - Very Rare
Crimson Shade 20 gc - Very Rare
Cyanide 15 gc - Scarce
Dark Venom 20 gc - Very Rare
G/Scorpion Venom 60 gc - Very Rare
Heartkill 100 gc - Very Rare
Henbell 8 gc - Scarce
Mad Cap Shrooms 15 gc - Rare
Mandrake Root 10 gc - Scarce
Manticore Spoor 30 gc - Very Rare
Rabid Dog Spit 25 gc - Rare
Ruby Sulphur 100 gc - Very Rare
Sagekill 60 gc - Rare
Sigmar's Blood 35 gc - Rare
Spider Spittle 10 gc - Rare
Viper Kiss 80 gc - Very Rare
Thung 5 gc - Scarce
Changed the prices drastically for this section. I just can't believe anyone could afford 1,200 gc for a
single dose of poison. I also dropped the prices for Mad Cap'Shrooms and Mandrake Root. It strikes me
that no one would ever get addicted to it if it costs more than two years income for a single dose,
and no way dealers could afford to drop a free first dose on a prospective junkie, they know the guy
would be able to afford one more dose, tops. Also not sure I like the blanket rule that a single dose is
enough to automatically addict you but I'm sure it's some sort of moral stance on drug use.
Note that if you want to hire an assassin and specify poison as the method then you'll need to pay for
the toxin yourself. You may get a bit of a discount though, presumably assassins have good contacts
for poison.

Table 6-5: Oddities


Item Cost Encumbrance Availability
Amulet/Talisman 10 p - Common
Antitoxin Kit 3 gc 3 Scarce
Bezoar 5 gc - Rare
Blessed Water 3 gc 1 Scarce
Garlic 5p - Plentiful
Grimoire 300 gc+ 50 Very Rare
Healing Poultice 20 p 1 Common
Lucky Charm 10 gc - Average
Miragliano Glass 15 gc 2 Rare
Powdered Emerald 30 gc 1 Rare
Purity Seal 5 gc - Average
Religious Relic 10 gc+ 1 Rare
Scroll 15 s - Common
Toadstone 20 gc - Very Rare
Changed a few prices and added in an encumbrance value for Grimoires considering the description
states they are too heavy and cumbersome for easy transportation.

Table 6-6: Religious Paraphenalia


Item Cost Encumbrance Availability
Aspergilla 15 gc 10 Average
Beads, Prayer 10 s - Common
Brazier, Large 20 gc 50 Average
Brazier, Medium 15 gc 30 Average
Brazier, Small 10 gc 15 Common
Candelabra 10 gc 5 Average
Candlesticks 5s 2 Common
Censer 2 gc 25 Average
Incense 15 s - Common
Relic Box 2 gc 5 Average
Changed a few prices and such. Can't believe that according to the armoury a greatsword is as hard to
carry as four large braziers. Madness.

Table 6-7: Replacements, Appendages & Enhancements


Item Cost Encumbrance Availability
Ear Horn 1s - Common
Eye Patch 10 p - Common
False Eye 2s - Average
False Leg 5s 10 Average
Gilded Nose 10 s - Scarce
Hook 10 s 5 Average
Skid Board 5p 15 Common
Skull Plate 5s - Average
Tattoo 3 s+ - Average
Teeth Caps 10 s - Average
Veteran's Hand 20 gc 5 Rare
Wooden Teeth 3s - Common
Altered some prices and added in encumbrance values for a few of them. Obviously, don't count a skid
board towards you're encumbrance if you're riding on the thing.

Table 7-1: Companion & Speciality Animals


Animal Price Encumbrance Availability
Cat 1s - Plentiful
Dog, Pedigree 3 gc - Scarce
Dog, Rat Catcher's 1 gc - Common
Dog, War 20 gc - Rare
Pidgeon, Homing 15 s - Average
Hunting Bird 50 gc - Rare
Monkey 60 gc - Very Rare
Trained Raven 10 gc - Rare
Shifted some prices down, increased the cost and availability of monkeys and added in Rat Catcher's
Dog (The small but viscious kind).

Table 7-2: Mounts


Mount Cost Enc Availability
Charger, Bretton. 500 gc - Rare
Destrier 300 gc - Scarce
Light Warhorse 150 gc - Common
Pony 30 gc - Common
Riding Horse 50 gc - Common
Just dropped the prices some, to put these beasts within the range of somebody less wealthy than the
Emperor himself.

Table 7-3: Mount Gear


Item Cost Encumbrance Availability
Fodder 5p 30 Plentiful
Grooming Kit 3 gc 20 Common
Harness 1 gc 20 Common
Saddle 5 gc 50 Common
Saddlebag 30 s 5/50 Average
A saddlebag can hold 100 units of encumbrance, either in the pouches or strapped to the outside.

Table 7-4: Barding


Barding Type Cost Enc Covers AP Availability
Leather
Half Leather 30 gc 100 Body, forelegs 1 Scarce
Full Leather 50 gc 200 All 1 Scarce
Chain
Half Mail Armour 150 gc 180 Body, forelegs 3 Rare
Full Mail Armour 220 gc 360 All 3 Rare
Plate
Half Plate Armour 300 gc 390 Body, forelegs 5 Very Rare
Full Plate Armour 500 gc 780 All 5 Very Rare
Chain barding confers a -10% to Agility, a horse wearing full plate barding and carrying an average
human wearing full plate and carrying a sword and shield will suffer a penalty of -2 to Movement.

Table 7-5: Livestock


Livestock Cost Encumbrance Availability
Chicken 5p - Plentiful
Cow 8 gc - Plentiful
Donkey 5 gc - Plentiful
Goat 3 gc - Plentiful
Horse, Draft 15 gc - Plentiful
Mule 10 gc - Plentiful
Ox 15 gc - Plentiful
Packhorse 30 gc - Plentiful
Pig 3 gc - Plentiful
Sheep 3 gc - Plentiful
Changed a few prices, just to fit in with the rest of the changes I've made.

Table 7-6: Travel Services


Mode of Travel Cost/20 miles Availability Average Speed
Cart or Wagon 5p Special 2 1/2 mph
Cart, 2 Horses 10 p Special 3 1/2 mph
Coach 2s Special 4 mph
Wagon, 3 Horses 20 p Special 4 mph
As indicated, this cost is per 20 miles of the journey or the minumum cost of a short journey. Round to
the nearest 20 for odd distances.
The availability depends entirely on where you are and the GM's whim. If the GM doesn't want a cart in
town or knows the service won't be here, don't expect one any time soon.

Table 7-7: Water Travel Services


Modes of Travel Cost/20 miles Availability Average Speed
River Boat/Barge 20 p Special 2 1/2 mph
Ship's Passage 15 s Special 3 - 9 mph
As above, for cost and availability. I suppose the speeds should be listed in knots but who cares?

Table 7-8: Transport


Item Cost Encumbrance Availability
Barge, River 250 gc - Scarce
Boat, Rowing 30 gc 600 Average
Cart 20 gc - Common
Coach 250 gc - Scarce
Riverboat 150 gc - Scarce
Ship 5,000 gc - Rare
Wagon 30 gc - Common
Dropped the prices quite drastically, otherwise there'd be no point in having them in here, not when
simply stealing a rowing boat can give make you a pretty rich man.
The reason only the rowing boat has an encumbrance listing is because it's the only item on the list
you could carry.

Table 8-1: Coaching Inn


Room/Service Cost
Bath 5p
Meal 5p
Common Room 5p
Private Room 5s
Stabling, Horse 10 p
Dropped the listing for different quality meals, this is already covered by the rules for item quality.
Prices for rooms and stabling are per night. You can probably get a discount for booking longer periods
in advance

Table 8-2: Common Hostel


Room/Service Cost
Bath 4p
Meal 4p
Common Room 4p
Private Room 4s
Stabling, Horse 8p
Flat, Per Week 10 p
I figure Hostels are slightly cheaper than coaching inns, since there's likely to be more competition in a
town or city than out in the wilds.

Table 8-3: Common Tavern


Room/Service Cost
Meal 3p
Common Room 3p
Hearth Spot 5p
Taverns offer less but are cheaper. I changed the price of a spot in front of the hearth, I think it should
be more expensive than just crashing in the common room, not less.

Table 8-4: Land


Land Cost/Acre Cost/Sq. Yard Rent/Year Availability
Rural 40 gc 2p 4 gc/arce Common
Urban 100 gc 30 p 10 gc/acre Scarce
Removed land qualities, just use the standard rules for greater and lesser quality items.
These prices should make it viable for peasants to rent and richer classes to buy.

Table 8-5: Dwellings


Home Cost Rent/Year Availability
Rural Homestead 80 gc 2 gc Common
Urban House 200 gc 10 gc Average
Rich Townhouse 3,000 gc 200 gc Rare
Small Palace 10,000 gc 800 gc Very Rare
These prices do not include the cost to buy/rent the land, only the structures themselves.
A rich townhouse is like a small estate but within the walls of a town or city. A palace is a much larger
version of the rich townhouse and may be in either a rural or urban setting. Rural palaces will have a
much larger acreage surrounding the estate whereas an urban palace will likely have buildings and
such within a few hundred feet of their walls. Such is life.
Again, use the rules for quality if you want to find the price for a peasant's hovel or a noble's townhouse.

Table 8-6: Existing Businesses


Business Cost Availability
Poor 50 gc Average
Common 100 gc Scarce
Good 300 gc Rare
Best 1,000 gc Very Rare
Dropped the prices a little. If you look, you can see these follow the exact rules for item quality. As do
so many other tables in the armoury. So much padding in that book it's untrue. Anyway, I've stuck them
in here because I've got space.

Table 8-7: Weekly Income


Use this table as is from the armoury (Page 93). It seems fairly reasonable except for having to devote
three days a week to it. Assume that you can spend up to a week away under normal conditions, two
weeks if you arrange some cover (And take a a hit in profits to cover the cost) Any longer than that and
you're risking coming back to a nasty surprise…

Table 9-1: Craftsmen Wages By Skill


Use this as is. I'm fairly happy with the income levels, I just think the prices and encumbrance values
are, in a word, insane. This table is on page 96 on the armoury.

Table 9-2: Entertainer Wages By Skill


As above, page 97

Table 9-3: Labourer Wages By Skill


And Again. Page 98
Table 9-4: Servant Wages By Skill
Page 98 again.

Table 9-5: Specialist Wages By Skill


Skill Level Daily Weekly Yearly Availability
Common 1 gc 6 gc 150 gc Common
OK, doctors should get paid a lot more than the book says, if you are to suppose that the average
peasant can't even afford a visit to the local sawbones unless it's dire, which is the impression it gives
in the book.
Use the item quality prices to find cheaper or better docs.

Table 9-6: Heal Test Modifiers


Use this table straight from the book. Page 99 of the armoury.

Table 9-7: Blood Loss


Another working table. Why did the hide them all towards the back of the book? Armoury, page 100

Table 9-8: Incapacitated Limb


And another. Page 100 of the armoury.

Table 9-9: Amputated Limb


Again, armoury page 100.

Table 9-10: Henchmen


This table works fine for me. Hiring henchmen feels very Advanced Heroquest doesn't it? Page 102 of
the amoury.

Table 9-10: Loyalty Modifiers


This actually works quite well. It may take a bit of figuring out when used on the fly but it should only be
used for exceptional orders, not standard line of duty type stuff. Armoury, page 102.

Table 9-12: Henchment Traits


Yeah, I feel a real need to rewrite 100 different random character traits of distinguishing marks. Really I
do. Page 103 of the armoury.

Encumbrance Value of People & Creatures


As a change to the standard rules, assume humanoids have an encumbrance (I.E. The amount they
encumber anyone carrying them) of (Strength + Toughness) x 5. This gives the average human an
encumbrance of 310. Assume horses etc have an encumbrance of (Strength + Toughness) x 10.

That's it. All the treasure related stuff can stay at the back of the book and out of player's hands. Wow.
It's finished. Only took a couple of days.

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