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TURN SEQUENCE ‘Among sveral players, rll dies Winner har choice of going before or af [Adjustment to initiative rol eannot be: 2) RENEWAL OF CONTINUING SPELLS 3) MOVEMENT 4) COMBAT - ORDER OF RESOLUTION 8} Pole weapon attacks that involved charges. 5) Allmormal ations ©} Second missile fi 5) FORCED RETREATS, SHOCK SHIELOS, and other nd of turn” atect, ACTIONS [ACTIONS FOR DISENGAGED FIGURES. Adlzenaaed ture may. ‘Spore more than half te MA ane 4) booge’ 1) BROF to knesing or prone postion fl Arfener Wane TOMAND COMBAT 2) mom up to2 hones an IS ACADY NEW WEAPON. rsioginy 6 APmgaI eWeRPON arracK Ih BISBELIEVE one tigure 5) tan stan ‘may chonge weapons OR move up to ACTIONS FOR ENGAGED FIGURES An enanod figure may STS one ner ana Marae sm BEFENO 1 CHANGE WEAPONS 0) ATTEMPT HTH COMBAT 1 cast spect @ osectieve 9 IseNgace: 2) stand el ae. SEsUNet Last missive ATTACK 5) SAND UP 1 PICK UP WEAPON ACTIONS FOR FIGURES IN HAND TO HAND (iru compar SV ATH ATTACK’ wh Atvewer To oRaW oacceR 1] Arrenpt ro DISENGAGE ¥) ATTEMPT To casT SPELL 1 ATTEMPT TOPIN FOE Teme it RE Not Lo) iTV mace ‘hase may hve ay Song cas Eur you maad's ore fo Hone DX ADJUSTMENT Denterity (OX) Adjustment -3 Fine plate os Atacker' Stet {ook § or more hit since last action 3 Asacherv Target ‘htown/eretion sale e's Environ viable Fiultnes (sel thrownl ‘A ges bomb/explonve gem t= Vhanded UCR anes ‘Astomatie, (wo hex jab combat bone: Daoger Markemonship 23 8 Target prone towel behind ‘rombowr on support 2 “Count satances in ees, tachi. Mantes: aiid by 6, discard fractions Bombe: dwide ay 3, disard actions ‘Fhromn: dice by NSE Shin tk i ote SEUAPM Sama te roe mnt loon set ese SAVING THROWS HEARING NOISE WEIGHT OF CHARACTERS MOVEMENT ROLLING TO HIT ee 1 Hana oan ROLLING TO MISS ‘omy Fee T58 TORS aaa PECULIAR WEAPONS Damage ST Cost we Notes Quartersta 1+2 u 15 Net* 1.3 10 1 Cestus (Notes) 1 Damage depends on ST Whip Ve 8 5 Lasso* Varies 8 5 Boomerang* 2 n 1s Nunchuks I+t 8 2 Spear Thrower #2 (Notes) $15 1 ST for spear thrown Blowgunt See Poison any $15 5 20 Darts, See Poison S10 1 Torch otes) sl Ss See FIRE AS A WEAPON Table, Chair, ete.*?#2 GM's discretion Wizard's Staff Sce under MAGIC, or STAFF spell. Weigh depends on size: a wand is almost weightless while a true staff mi h 1.S kg or even more. A Staff of Power does 2 dice dan Molotail* any $20 1 See FIRE AS A WEAPON Gas bomb* any var 1 See POTIONS; GAS BOMBS Bola* 9 SIS 5 See BOLA Sha-ken* 1-2 any $3. 0s See SHA-KEN. A pouch of 12 weighs .7 ke. Arquebus’ 343 $506 See GUNPOWDER WEAPONS Blunderbusst 142 52002 GUNPOWDER WEAPONS, Grenade (Notes) $000 ‘See Gunpowder Bombs Petard (Notes) $2500 6 See Gunpowder Bombs Gunpowder (1 charge) $100 See Potions ARMOR AND SHIELDS Type Hits stopped DX- Cost. = Wt(ke) MA Notes Cloth Armor 1 1 $50 7 10 See Armor and Shields. These are Leather Armor 2 2 $100 8 8 weights and costs for HUMAN. Chainmail 3 3 $200 «15 6 sized figures. For other figures, Half-plate 4 5S $300 2 6 see Armor Weights and Costs Plate Armor 5 6 $5002 6 Fine Plate 6 4 $3,000 2: 6 Pack on Back 1 Tor-2 Varies Stops 1 hit from rear only Small Shield 1 0 $30 5 S See Armor and Shields Spike Shield 1 0 $40 6 = If used ss 2nd weapon, does 1-2 damage. DX -4, Large Shield 2 1 $5010 Tower Shield 3 $70 5 Main-Gauche 1 4 $20 3 See Main-Gauche * — This weapon may be thrown — see THROWN WEAPONS. + —Thisis @ two-handed weapon. If the fighter has a shield, it must be slung on his/her back while the weapon is ready ‘The DX: for various kinds of armor and shields are ty or figures of normal ST. Figures with very great ST (18 or over) can use armor and shields with less diffi {All the costs given above are for normal weapons. Finely-made or enchanted weapons (q.v.) will have special properties. Weapons and armor made of silver, instead of iron, are available, Such equipment is necessary for wizards who wish to fight without an extra DX. Silver weapons and armor cost 10 times as much as ordinary one They weigh the same, do the same damage, and require the same ST to use. If a weapon has ANY metal parts, they must be of silver for a wizard to use that weapon without injuring his magical abilities. (Mz 7 me Box 15345 at be Austin, TX_78761 Damage Dagger* Rapier Cutlass Shortsword Broadsword Bastard Sword (1 hand) Bastard Sword (2 hands) handed Sword! Great Swordt 16 SWORD Cost Ds We (ke) 1 5 5 AXES/HAMMERS/MACES st Club* Hatchet* Hammer™ Mace* ‘Small Ax* Military Pick Morningstar Great Hammer Battle Axet Thrown Rock Sling Small Bow? Horse Bow? Longbow’ Light Crossbow? Heavy Crossbow? Arrows (20) Crossbow Quarrel Sling Pellets (20) Cranequin Javelin® Spear* Spear (2 hands)*# Halberdt Pike Axt Trident® Naginata| Cavalry Lance Piket 2+1,0R as a speal Cost $10 SIs 525 $40 $30 $60 $100 $110 $130 MISSILE WE Cost @ $20 $30 $48 $50 Wek) 15 and 1 APONS We (ke) 5 (ine POLE WEAPONS, Cost S40 s40 sioo $30 S65 si00 $50 Wi (kg) up judi Nots See Combat with Daggers. et Notes rocks) Fires every’ other tum, or every tum if agjDX= 14+ Fires every 3rd turn, or every other tum ifadjDX = 164 Used 10 cock a crossbow ~ (qwv.) Notes 14 met 1; 100 short to make a 2-hex jab. meters (sometimes much longer) 24-3 meters 116 meters: too short for jab. 384 ‘meters, Useable only by mounted see MOUNTED COMBAT Normally only used, grounded, see MOUNTED COMBAT. vs. cavalry DAMAGE BASED ON STRENGTH Strength ($T) [ Damase 4 24 ot HTH Combat Regular Combat: club (1h)/+2, cub (2h) 0/13 112 25.29 /143 3 13.44 30-39 /241 1 4049

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