Weapons & Equipment

Weapons
See also Descriptions of Colonial Era Weapons

Weapon Charts

 * Firearm || +1 || ||   || Balanced by: 1 or 2 rounds to load
 * }
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Balance Weapons: a new player in an advanced campaign may be given a "balance weapon" which adds (7 - STR) dice to attacks, has 0 weight, and looks like a normal weapon of its type. This weapon begins with a quality of 18 dice and decreases 3 dice with each "breakage", but the weapon never actually breaks until its quality reaches 0, and its bonus to attacks never changes.

Armor
Armor exists only in full suits, no shirts or breastplates. For purposes of Encumbrance, any armor (but not shields) worn while on horseback counts as ⅔ its normal weight. Full Plate is normally worn only on horseback.

Balance Armor: a new player in an advanced campaign may be given "balance armor" which provides (7 - DEX) dice to armor, has zero weight, and looks like studded leather. This armor begins with a quality of 18 dice and decreases 3 dice with each "breakage", but the armor never actually breaks until its quality reaches 0, and its bonus to defense never changes.

Weapon and Armor Quality
Each individual weapon, shield and suit of armor has a quality rating which affects item performance. These ratings are measured in multiples of 3 dice and range from 3 to 30+. Exceptionally fine craftsmanship can produce superior weapons. Items with a quality >= 21 weigh 25% less and give Bob a 1 die bonus. Items with a quality <= 9 give Bob a 1 die penalty. Item quality will decline as a result of breakage.

Weapon and Armor Breakage
Step 1: Check for breakage only when a melee attack achieves 4 or more victories. Step 2: Check the Magic-Number to find which item is threatened.

Step 3: Compare the original roll to the threatened item's damage threshold. If the original roll exceeds the threatened item's damage threshold, the item is broken. The item can be repaired, but its quality is permanently reduced by 3 dice.

A broken item can be used but until it is repaired its bonus/penalty is reduced by 2 dice (but not to less than -1 die) and its quality is reduced by half without any change to weight. However, if an already broken item is broken again its quality is permanently reduced by an additional 3 dice and it becomes completely useless until repaired at 3 times the normal repair cost.

A hit which breaks armor has its damage reduced by 1 victory.

Missile Combat
Missile attacks may only be dodged.

Missile Range
Normally missile attacks can target only those foes who could be targeted at the start of the round. Distance for a missile attack is the greater of the distance at the start of the round or the distance at the time of the attack. The Guard, Delay and Change Action options allow missile attacks on targets not in range at the start of the round.

Quick Resolution for Missile Combat
Each player should know his missile Threshold in advance so no time is lost during his turn.


 * If Bob's Action Roll is below his Threshold, he missed and his turn is over.
 * If Bob's Action Roll is lower than his target’s Dodge Roll, he missed and his turn is over.
 * Compare Bob's Action Roll to his target’s Dodge Roll and calculate Victories.

Distance, Size, Time and Cover
Issues of distance, size, time and cover are reflected in the Threshold. Represent size and cover by modifying range: 25% cover => 75% size; 50% size => 200% range. Note that not all weapons can reach all ranges. Longer ranges are included to accommodate the modifications for size and cover.

Hint: To quickly determine the threshold for a missile attack, divide the distance in feet by 10, then round to the nearest multiple of 3. Eg. at 50' the threshold is 5 dice, which rounds to 6 dice. Exact borderline results (eg. 75') round up.