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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.

Name
Cost
Buckler
1 gc
Dagger
10 s
Demilance
5 gc
Flail*
6 gc
Foil
8 gc
Knuckle-Duster
5s
Great Weapon*
10 gc
Halberd*
8 gc
Hand Weapon
3 gc
Improvised
Lance
15 gc
Main Gauche
30 s
Morning Star
7 gc
Quarterstaff*
2s
Rapier
8 gc
Shield
3 gc
Spear
3 gc
Sword-Breaker
2 gc
Unarmed
Free, don't lose it
Unrimmed Shield**
5s

Name

Cost
5s
5 gc
15 gc
25 gc
100 gc
15 s
5s
10 gc
1 gc
100 gc
3 gc
5s
3 gc
10 s
30 s
20 s
20 s

Table 3-3: Melee Weapons


Enc
Damage
10
SB-4
5
SB-3
50
SB
50
SB+1
25
SB-2
1
SB-3
100
SB
80
SB
30
SB
20-50
SB-4
80
SB+1
15
SB-3
40
SB
35
SB-2
25
SB-1
30
SB-2
60
SB
25
SB-3
SB-4
30
SB-2
Table 3-4: Missile Weapons
Enc
Damage
15
1
50
3
80
4
25
2
50
3
10-30
SB-4
30
SB-1
10
n/a
60
3
50
n/a
100
2
40
3
5
3
60
SB
35
4
20
SB-2
8
SB-3
15
SB-4

Group
Parrying
Ordinary
Cavalry
Flail
Fencing
Ordinary
Two-Handed
Two-Handed
Ordinary
Ordinary
Cavalry
Parrying
Flail
Ordinary
Fencing
Ordinary
Ordinary
Parrying
Ordinary
Ordinary

Group
Bola
Entangling
Bow*
Ordinary
Crossbow*
Ordinary
Crossbow Pistol
Crossbow
Elfbow*
Longbow
Improvised
Ordinary
Javelin
Ordinary
Lasso*
Entangling
Longbow*
Longbow
Net
Entangling
Repeater Crossbow
Crossbow
Shortbow*
Ordinary
Sling
Sling
Spear
Ordinary
Staff Sling*
Sling
Throwing Axe
Throwing
Throwing Dagger
Throwing
Whip
Entangling
Ammunition
Arrows (5)
10 p
10
Bolts (5)
20 p
8
* These weapons require two hands to wield and cannot be used with a buckler or shield.

Availability
Average
Common
Scarce
Scarce
Rare
Common
Average
Common
Common
Rare
Scarce
Scarce
Plentiful
Scarce
Common
Common
Scarce
Common

Availability
Scarce
Common
Average
Rare
Very Rare
Average
Plentiful
Average
Plentiful
Very Rare
Common
Common
Common
Rare
Average
Common
Average
Common
Average

** 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

Item

Cost

Table 5-1: Clothing


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.

Item
Book, Glued
Book, Stitched
Book, Illuminated
Brush
Cartography Kit
Charcoal Stick
Chalk (1 Stick)
Ink, Black
Ink, Colour
Ink, Purple
Inkpen
Lock, Book
Paper/Sheet
Parchment/Sheet
Writing Kit

Cost
50 gc
80 gc
200 gc+
1 gc
20 gc
2p
10 p
1 gc
5 gc
10 gc
10 s
10 gc
5s
2s
6 gc

Table 5-8: Reading & Writing


Encumbrance
Availability
20
Very Rare
20
Very Rare
40
Very Rare
Average
15
Rare
Comon
Comon
1
Average
1
Scarce
1
Very Rare
Scarce
1
Very Rare
Very Rare
Rare
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.

Tools
Abacus
Animal Call
Anvil
Awl
Bellows
Branding Iron
Butcher Tools
Candle, Timing
Chain, Per Yard
Chisel, Set
Coin Die
Crowbar
Disguise Kit
File Set
Fishhook & Line
Fishing Net
Forge
Fuse
Gin Trap
Gin Trap, Large
Glue
Hacksaw
Hammer
Hoe
Hourglass
Lock Picks
Magnifying Glass
Manacles
Metal Ingot, Base
Nails (10)
Navigation Charts
Needle, Sewing
Pestle & Mortar
Pick, Climbing
Pick, Miner's
Pitchfork
Plough
Saw
Scales
Scythe
Sledge Hammer
Snare (Wire)
Spade
Spike
Telescope

Cost
5 gc
10 s
30 gc
2s
2 gc
1 gc
6 gc
2s
1 gc
4 gc
20 gc
10 s
5 gc
3 gc
2s
15 s
800 gc
1s
1 gc
3 gc
1 gc
2 gc
1 gc
2 gc
5 gc
6 gc
30 gc
3 gc
15 s
1p
20 gc
10 p
1 gc
2 gc
1 gc
1 gc
8 gc
4 gc
10 gc
3 gc
1 gc
1 gc
1 gc
5s
100 gc+

Table 5-9: Tools


Encumbrance
5
300
2
5
5
20
2
5
5
5
10
10
5
2
30
To much to carry
20
40
1
5
5
10
5
5
10
10
15
5
20
10
15
10
150
10
45
30
30
5
15
5
10

Availability
Rare
Common
Rare
Common
Common
Common
Common
Average
Rare
Common
Rare
Common
Scarce
Average
Common
Plentiful
Scarce
Scarce
Common
Average
Common
Common
Common
Plentiful
Rare
Average
Very Rare
Average
Average
Plentiful
Rare
Plentiful
Common
Scarce
Average
Plentiful
Common
Common
Scarce
Common
Common
Common
Common
Common
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.

Item
Ear Horn
Eye Patch
False Eye
False Leg
Gilded Nose
Hook
Skid Board
Skull Plate
Tattoo

Table 6-7: Replacements, Appendages & Enhancements


Cost
Encumbrance
Availability
1s
Common
10 p
Common
2s
Average
5s
10
Average
10 s
Scarce
10 s
5
Average
5p
15
Common
5s
Average
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


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).
Animal

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
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.
Item

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
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.
Land

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.

Business
Poor

Cost
50 gc

Table 8-6: Existing Businesses


Availability
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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