B. Armoury

B.0 Definitions

Acc

The inherent accuracy of a weapon used when calculating the chance of hitting the target. Higher values indicate weapons which are easier to hit the target with. Any aiming aids appropriate for the weapon type will have been taken into account in this figure.

Dmg

The damage caused by being hit a single round or blast from the weapon. Where the number is followed by an 'E', this indicates that the weapon fires an explosive shell or warhead, and the damage is not halved at extreme range.

Wt

The weight in kilograms or tons (t) of the weapon (a fully loaded one in the case of ranged weapons). Where a dash is present, the weapon is disposable and is discarded after use. The weapon weight in this case is shown in the Magazine Weight column.

Mag

The capacity of the magazine of the weapon (either internal or external). This is the number of shots the user may fire before having to reload. Single shot weapons are indicated with 'SS' in the Mag column. These require reloading or recharging after each shot (i.e. there is no magazine feed device).

Mag Wt

The weight in kilograms of a fully loaded magazine (includes the weight of the box or magazine itself). In the case of weapons with no magazine or an integral one, it is the weight of ammunition (which may include powder, primer, ball, etc..) required to fully reload the weapon (e.g. charge plus ball if musket, six bullets for revolver, etc..). In the case of disposable weapons (i.e. some missiles, rockets and bombs), this weight includes the launcher or holding rack.

Eff Rng

The useful range of the weapon in meters or kilometres (km). Defined as the range beyond which the accuracy and damage of the weapon falls off to half of the original value (except for weapons with explosive warheads).

Ext Rng

Maximum range in meters or kilometres (km) it is possible to hit a target from.

Rld Time

The time taken in combat rounds to reload the weapon and have it ready to fire again.

For single-shot weapons (these have SS in the 'Mag' column), this is the time required to reload the weapon ready for the next shot. A Reload Time of zero means that, although the weapon is single shot, it can be reload and fired all in the same round. For muzzle-loading weapons indicated with an asterisk next to the reload time, the time taken to reload depends on the skill of the user. Deduct 1 combat round from the reload time for every 20% skill the user has.

For weapons that hold more than one shot (either in a detachable magazine, a cylinder or internally), this is the time required to fully reload the weapon, either by changing magazines or loading a series of rounds into the weapon.

For crewed weapons, these times assume that the full crew is present. If this is not the case, the loading and firing process will take longer than specified.

Burst Radius

The radius in meters of the blast damage from the weapon (see Section 2.5.4 Blast Damage).

Lgth

The length of the weapon in meters (applicable only to melee weapons).

Prot

The protection value that the armour, structure or material provides to a character covered by it.

Defence %

The defence provided by a shield when calculating Shield chance (See Section 2.4.2 Melee Actions).

Weight

This is the effective weight of the armour as would fit an average sized human (Size 15). The weight can be adjusted on a pro-rata basis for significantly different sizes. It is used for the purposes of calculating encumbrance, and does not represents the actual weight of the suit or item.

B.1 Weapon and Protection Data

B.1.2 Melee Weapons
Weapon Acc Dmg Wt Length Range

Code

Notes
Blades
Broadsword 30 7+ 2.5 1.2 M
Two Handed Sword 50 10+ 8 2 M
Rapier 20 5 1 1 M
Short Sword 25 5 1.5 1 CM Unarmed Combat Damage:
Scimitar 30 6+ 2 1 M
Dagger 15 4 0.25 0.2 C Below is a table showing the damage does during unarmed combat:
Main Gauche 20* 4 0.5 0.2 C * Accuracy applies to parry only. No attack.
Knife 20 4 0.25 0.2 C Str
Punch
Kick
Hand & Half Sword 35 8+ 4 1.5 M <10
-1
0
Estoc 25 6 2 1.2 M 10-12
0
1
Monosword 30 18 1 1.2 M 13-17
1
2
Monoknife 20 10 0.2 0.2 C 18-21
2
3
22-26
3
4
Axes 27-31
4
5
Battle Axe 30 7+ 2 0.8 M Then +1 per 5 Str over 31
Hand Axe 15 4 1.4 0.4 CM
Great Axe 25 11+ 9 1.5 M Where a '+' symbol is shown next to a melee weapon, add the damage shown above in the Punch column to the weapon damage. 
Stone Axe 10 4 1.8 0.8 CM
Staves
Short 30 3+ 1 1 CM
Quarterstaff 35 4+ 2 2 M For characters using Martial Arts skill, use the above table and add +1 damage per 20% skill.
Iron 20 5+ 4 2 M
Polearms
Pike 25 6 3.6 5 L
Lance 20 6* 3.6 4 L *Add movement rate of mount if charging
Spear 25 5 2.5 2 M
Scythe 15 4 2.3 2.4 M
Pole Axe 20 5 2.3 2 M
Fork 20 3 2.3 2 M
Halberd 20 5 2.4 2.4 M
Javelin 20 4 1.8 2 M May be thrown, See Ranged Weapons Data
Bayonet 20 5 0.75 0.25 M
Clubs & Maces
Club (improvised) 10 4+ ~1.5 ~0.7 CM
Mace 30 5+ 2 0.7 CM
Warhammer 25 5+ 2.1 0.7 M
Morningstar 30 5+ 2 0.8 CM
Pick 25 5+ 1.8 1 CM
War Club 25 4+ 1.8 0.8 CM
Heavy Mace 30 7+ 2.5 1.5 M
Ball & Chain 15 6+ 2.5 1.5 M
Flail 15 5+ 2 1 CM
Sap 15 3+ 0.5 0.2 C
Knuckledusters
-
+2 0.2 0.1 C Adds to unarmed combat damage
Misc
Whip 10 0 1 3 ML
Monowhip 20 18 1 3 ML
Garrotte
n/a
Str
0.1
0.5
C
Must make Grasp attack before use. If successful, use attackers Str as damage on each round of use.

B.2.2 Ranged Weapons

Archaic
Weapon Acc Auto Dmg Eff Ext Range Weight Mag Mag Crew Rld Length Notes
Fire Rng Rng Code Weight Time
Bows
Short Bow 20 - 6+ 30 150 MR 1 SS 0.1 - 1 1
Long Bow 20 - 10+ 125 350 MR 2 SS 0.1 - 1 2
Short Comp Bow 20 - 6+ 60 250 MR 1.5 SS 0.1 - 1 1
Long Comp Bow 20 - 10+ 150 400 MR 2.5 SS 0.1 - 1 2
Light Crossbow 35 - 8 50 135 MR 2.5 SS 0.1 - 2 1
Heavy Crossbow 35 - 12 150 350 MR 4 SS 0.1 - 10 1.5
Thrown Weapons
Javelin 20 - 4 15 30 MR - SS 1.8 - n/a 2
Throwing Dart 15 - 2 5 15 MR - SS 0.1 - n/a 0.1
Knife (inc. shuriken) 15 - 2 5 15 MR - SS 0.1 - n/a 0.1
Sling 10 - 2 15 50 R 0.1 SS 0.1 - 1 -
Rock 15 - 2 5 15 MR - SS 0.5 - n/a - 'Average' rock of 0.5kg
Miscellaneous
Blowpipe 15 - 2* 10 20 ML 0.1 SS - - 1 0.3
Catapult
15
-
2
10
20
ML
0.1
SS
0.1
-
1
-

Note for Blowpipes:

The damage quoted is used only for the purposes of determining whether the dart penetrates the victim's clothing or armour. Unless the dart strikes a particularly delicate area, such as the eye, ignore any physical damage indicated by the damage table. If the damage roll results in a 'stun' or better on the damage table, then the dart has struck the target's body and any poison or other substances on is delivered into the target's body. The effects of the poision should be dealt with separately, according to Section 5.11 Poisons.

Smallarms
Weapon Acc Auto Dmg Eff Ext Range Weight Mag Mag Crew Rld Burst Notes
Fire Rng Rng Code Weight Time Radius
Flintlock Pistol 10 17 20 50 CMR 1 SS 0.05 3
Single Action Revolver 15 16 40 80 CMR 1.1 6 0.15 2
Revolver 20 15 75 200 CMR 1.3 6 0.15 2
Large Revolver 25 17 150 350 CMR 1.75 6 0.15 2
Small Automatic Pistol 10 13 20 50 CMR 0.75 7 0.1 1
Automatic Pistol 20 14 50 125 CMR 1 15 0.25 1
Large Automatic Pistol 20 17 60 150 CMR 1.5 8 0.25 1
Machine Pistol 15 Y 14 100 200 CMR 2.4 32 0.6 1
Sub Machine Gun 25 Y 16 200 600 CMR 3.5 32 0.6 1
Sawn-off Shotgun 50 18 5 20 CMR 3 2 0.1 2 Armour counts double
Recoilless Pistol 25 18 40 100 CMR 1.5 10 0.5 1
Needle Pistol 30 18 100 300 CMR 0.7 20 0.3 1
Laser Pistol 35 19 150 400 CMR 1.25 25 0.5 1
Plasma Pistol 30 22 50 150 CMR 1.75 20 0.5 1
Disruptor Pistol 30 25 75 200 CMR 1 20 0.4 1

Longarms
Weapon Acc Auto Dmg Eff Ext Range Weight Mag Mag Crew Rld Burst Notes
Fire Rng Rng Code Wt Time Radius
Rifles
Flintlock Musket 15 19 75 150 MR 5.5 SS 0.05 8*  * See Reload Time in Definitions
Flintlock Carbine 10 17 50 100 MR 4 SS 0.05 7*  * See Reload Time in Definitions
Flintlock Rifle 30 18 100 300 MR 5.5 SS 0.05 10*