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Weapons and Ability Focuses

Updated Weapons Table


Weapon Damage Min. Str Cost Weapon Damage Min. Str Cost
Axes Group (Strength) Heavy Blades Group (Strength)
Battle Axe 2d6 1 14 sp Bastard Sword 2d6+1 2 20 sp
Throwing Axe 1d6+2 1 10 sp Long Sword 2d6 1 18 sp
Two-handed Axe 3d6 3 20 sp Two-handed Sword 3d6 3 23 sp
Bludgeons Group (Strength) Lances Group (Strength)
Mace 2d6 1 12 sp Heavy Lance 2d6+1 3 20 sp
Maul 1d6+3 1 14 sp Jousting Lance 1d6+1 0 6 sp
Two-handed Maul 2d6+3 3 19 sp Light Lance 1d6+3 1 12 sp
Bows Group (Dexterity)* Light Blades Group (Dexterity)
Crossbow 2d6+1 1 20 sp Dagger 1d6+1 — 9 sp
Short Bow 1d6+1 –1 9 sp Short Sword 1d6+2 –1 14 sp
Long Bow 1d6+3 1 15 sp Throwing Knife 1d6 — 10 sp
Brawling Group (Dexterity) Polearms Group (Strength)
Fist 1d3 — — Glaive 2d6+1 1 23 sp
Gauntlet 1d3+1 — 4 sp Halberd 2d6+3 3 25 sp
Improvised 1d6–1 — — Military Fork 2d6 2 18 sp
Weapon Spears Group (Strength)
Dueling Group (Dexterity) Spear 1d6+3 0 12 sp
Main Gauche 1d6+1 — 11 sp Throwing Spear 1d6+3 0 12 sp
Rapier 1d6+3 0 18 sp Two-handed Spear 2d6 1 20 sp
Spiked Buckler** 1d6–1 -1 15 sp Staves Group (Dexterity)
*Weapons from the Bows Group add Perception Club 1d6 — 1 sp
instead of Strength to damage.* Morningstar 1d6+3 1 11 sp
*The spiked buckler gives the wielder a
Quarterstaff 1d6+1 — 3 sp
+1 Defense vs. melee attacks.

Ability Focuses
Ability Focuses
Communication Animal Handling, Bargaining, Deception, Disguise, Etiquette, Gambling, Investigation,
Leadership, Performance, Persuasion, Seduction.
Constitution Drinking, Rowing, Running, Stamina, Swimming.
Cunning Arcane Lore, Brewing, Cartography, Cryptography, Cultural Lore, Enchantment, Engineering,
Evaluation, Healing, Heraldry, Historical Lore, Military Lore, Musical Lore, Natural Lore,
Navigation, Poison Lore, Qun, Religious Lore, Research, Writing.
Dexterity Acrobatics, Bows, Brawling, Calligraphy, Crafting, Dueling, Grenades, Initiative, Legerdemain,
Light Blades, Lock Picking, Riding, Staves, Stealth, Traps.
Magic Arcane Lance, Blood, Creation, Entropy, Primal, Spirit.
Perception Detect Darkspawn*, Empathy, Hearing, Searching, Seeing, Smelling, Tracking.
Strength Axes, Bludgeons, Climbing, Driving, Heavy Blades, Intimidation, Jumping, Lances, Might,
Polearms, Smithing, Spears.
Willpower Courage, Faith, Morale, Self-Discipline.

*Only available to Grey Wardens.


Mass Battles
Stages of Battle
Stage Battle Test
1: Opening Moves Opposed Cunning (Military Lore).
2: Main Engagement Opposed Communication (Leadership).
3: Finishing Moves Opposed Communication (Leadership) or Cunning (Military Lore).

Success Thresholds for Mass Battles


Task Difficulty Battle Size Success Threshold*
Easy Skirmish (50 to 250 total combatants) 5
Average Small Battle (251 to 1000 total combatants) 10
Challenging Large Battle (1001 to 5,000 total combatants) 15
Hard Huge Battle (5001 to 20,000 total combatants) 20
Formidable Epic Battle (20,001+ total combatants) 25
* A crisis point is triggered when an army is within 5 of the success threshold.

Test Difficulty for Mass Battles


Test Difficulty Sample Troop Types Test Difficulty
Routine Non-combatants 7
Easy Brigands, militia 9
Average Men-at-arms, genlocks, skeletons 11
Challenging Hurlocks, knights, templars 13
Hard Chevaliers, Legion of the Dead, werewolves 15
Formidable Grey Wardens, ogres, rage demons 17
Imposing Pride demons, steel golems 19
Nigh Impossible Dragons 21

Test Modifiers for Mass Battles Casualties (Optional)


Circumstance Modifier Each commander must make a Cunning (Military Lore)
Specialist troops +1 per type test with the same TN as the battle, modified by Test
Battlefield surprise* +1 to +3 Modifiers for Casualties.
Enemy outnumbers you 2 to 1 –1 • Success: casualties are equal to 35%, –5% for each
degree of success.
Enemy outnumbers you 3 to 1 –2
Enemy outnumbers you 4 to 1 –3 • Failure: casualties are equal to 30%, +5% for each
point by which the test was failed.
Enemy occupies high ground –1
Enemy in prepared positions –2 Test Modifiers for Casualties
Enemy in fortifications –3
Circumstance Modifier
Poor weather –1 to –3
Each stage of the battle won +1
* For example, an ambush, fresh reserves, Each stage of the battle lost –1
or an attack from the rear.
Enemy outnumbered you 2 to 1 –1
Enemy outnumbered you 3 to 1 –2
Enemy outnumbered you 4 to 1 –3
Enemy has Stage 3 specialists –1

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