Darkover 2.1 The Book of Armaments (and Other Equipment) ARMAMENTS.TXT Last updated 12/17/00 ARMAMENTS.TXT Index: 1.........Preface 2.........Weapons 3.........Armor 4.........Other types of Worn Armor 5.........Dungeon Supplies Chapter 1: Preface First of all I'd like to mention some things about this document. I (Rall) cannot take credit for all of the work that was done here. Most of this document was done by Cynric right before Darkover 2.0 went online. I have adjusted some of the things to bring them more in line with the current state of the game, and done some formatting things so it will look more like the other docs. Chapter 2: Weapons The weight of a weapon is also the strength required to wield it. The following chart is the weapons standard: Weapon: Damage dice: Type: Wt: Price: Axe (one handed) 2d11 Cleave 12 60 Axe (2H) 2d20 Cleave 16 100 Bow, short (2H) 2d13 Missle 9 400 Bow, Long (2H) 2d19 Missle 14 600 Cat-o-nine-tails 2d8 Whip 5 30 Club 2d9 Bludgeon 6 20 Cross bow, light (2H) 2d14 Missle 9 500 Cross bow, heavy (2H) 2d19 Missle 14 600 Dagger 2d9 Pierce 3 20 Dirk 2d9 Pierce 3 20 Flail 2d11 Bludgeon 9 60 Hammer 2d11 Bludgeon 8 40 Mace 2d11 Bludgeon 8 60 Pick 2d10 Lance 8 22 Pole, axe (2H) 2d20 Cleave 16 100 Pole, crushing (2H) 2d19 Bludgeon 16 100 Pole, spear (2H) 2d20 Lance 16 100 Scimitar 2d12 Slash 12 220 Sickle 2d10 Slash 6 90 Sling 2d9 Missle 4 10 Staff (2H) 2d12 Bludgeon 8 15 Spear 2d12 Lance 9 40 Spear, great (2H) 2d20 Lance 15 90 Stilleto 2d9 Pierce 3 20 Sword, claymore (2H) 2d20 Slash 16 420 Sword, short 2d10 Slash/Pierce 8 180 Sword, bastard 2d12 Slash 14 260 Sword, broad/long 2d12 Slash 12 220 Sword, great (2H) 2d20 Slash 16 420 Trident 2d12 Lance 9 130 Whip 2d8 Whip 3 20 Cleave This type of damage is associated with axes. Pierce Stabing weapon, can be used to backstab. Lance Large stabing weapon, can not be used to backstab, can be used for a mounted charge. Slash This type of damage is associated with swords. Bludgeon This type of damage is associated with heavy objects that do not have a cutting edge. Whip This type of damage is associated with whips. Missle This type of damage is associated with bows and x-bows. Exceptional Craftsmanship: Master craftsman can produce weapons that are significantly better then the average run of the mill weapons. These skilled craftsmen do however command a very high price. The results are as follows: Damage dice increased by 1, ie 2d12 becomes 2d13. Price = Price x 100 Weight is unaffected. Special Metal, Unusual Materials: Occasionaly weapons made of unusal materials are encountered. Examples of these materials include mithril, adamantite, fine steel, and of course weapons forged by gods. The effectivness and price of these works is modified as follows. Damage dice increased by 1, ie 2d12 becomes 2d13. Price = Price x 100 Weight of weapons is unaffected by material. (Lighter weapons would often prove less effective, anyone forging with expensive material is assumed to be smart enough to add weight as required.) Substandard Weapons: There are of course substandard versions of nearly every object. These could be simple shoddy workmanship, or neglected objects such as rusted mail. The builder is free to set the damage dice to any value lower then the standard weapon would call for. The weight should remain the same. Any bonus for exceptional craftsmanship or special material is lost. Chapter 3: Armor Armor consists of the following slots: Head, body, hands, legs and feet. Additionaly there are armor objects available for neck, shield, about, and waist. All armor objects should be of object type armor (9). Absolutly no AV is permited for Jewelry, Bauble, Finger, Light, Wielded, or Held equipment. These spots are not part of a suit of armor and should not be flagged as such. Common Types of Armor: Leather Armor Obj Equipment Slot AV Weight Price Leather helmet <worn on head> 6 3 30 Leather Armor <worn on body> 20 10 100 Leather Gloves <worn on hands> 3 2 20 Leather Pants <worn on legs> 8 5 45 Soft lthr boots <worn on feet> 3 2 15 Leather Boots <worn on feet> 4 3 72 Chain Mail Obj Equipment Slot AV Weight Price Nasal Helm <worn on head> 12 12 1200 Mail Hauberk <worn on body> 40 40 4000 Mail Mittens <worn on hands> 6 6 600 Mail Leggings <worn on legs> 16 16 1600 Mail Boots <worn on feet> 6 6 600 Plate and Mail Armor Obj Equipment Slot AV Weight Price Heaume <worn on head> 15 20 7755 Plate Suit <worn on body> 52 68 26884 Gauntlets <worn on hands> 8 11 7064 Greaves <worn on legs> 20 26 10340 Sollerets <worn on feet> 8 11 7064 Full Plate (Maximillain Ribbed Plate) Obj Equipment Slot AV Weight Price Great Helm <worn on head> 18 27 27000 Ribbed Plate <worn on body> 60 90 90000 Gauntlets <worn on hands> 9 14 13500 Leg Plates <worn on legs> 24 36 36000 Sollerets <worn on feet> 9 14 13500 Shields Obj Equipment Slot AV Weight Price Buckler <worn as shield> 8 5 50 Generic Shield <worn as shield> 12 10 100 Kite Shield <worn as shield> 15 15 150 Large Shield <worn as shield> 15 15 150 Tower Shield <worn as shield> 20 30 300 Odd Bits of Armor Obj Equipment Slot AV Weight Price Coif <worn around neck> 5 5 500 Armored Belt <worn about waist> 5 3 300 Other Types of Armor When an unusual type of armor is called for it's AV, weight and price must be calculated. The base value for each armor slot is as follows Slot Base Head 12 On body 40 Hands 6 Legs 16 Feet 6 These values are scaled for other armors as follows: Type AV Weight Minimum Price Clothing Base x 0.2 AV x 0.2 AV x 1 Leather Base x 0.5 AV x 0.5 AV x 5 Studded Lthr Base x 0.6 AV x 0.6 AV x 9.5 Hide Base x 0.7 AV x 0.7 AV x 18 Brigadine Base x 0.8 AV x 0.8 AV x 32 Ring mail Base x 0.9 AV x 0.9 AV x 57 Chain mail Base AV x 1.0 AV x 100 Base x 1.1 AV x 1.1 AV x 174 Scale mail Base x 1.2 AV x 1.2 AV x 301 Jazeraint Base x 1.2 AV x 1.2 AV x 301 Plate and mail Base x 1.3 AV x 1.3 AV x 517 Base x 1.4 AV x 1.4 AV x 883 Full Plate Base x 1.5 AV x 1.5 AV x 1500 Ribbed Plate Base x 1.5 AV x 1.5 AV x 1500 Maximillian Base x 1.5 AV x 1.5 AV x 1500 Note, AV and weight are a simple linear progression. Price is equal to AV * (modifier * 10^(2 * modifier)) Leather is armor made of soft leather. Studded leather is made of hard leather and may contain metal studs. Hide is armor made from the hide of an animal or monster, such as bearskin or dragonskin. Brigadine is a cheap form of armor often used by brigands. It consists of leather with metal plates sewn into it. Ring mail is an early form of chain mail. The rings were somewhat larger. Chainmail is the standard armor. Scalemail and Jazeraint are very similar, they consist of overlaping metal plates which have been sewn onto a leather garmet. Each scale hanging down over the next giving it an appearence much like the scales of a fish. Jazeraint is common among orcs and amongst certain desert peoples while scale mail is common among elven warriors. Plate and mail is simply chainmail with plates of metal attached in key locations. The joints are all chain for flexibility. Full plate, also known as ribbed plate, and as maximillian plate is made up entirely of plates. The joints are metal pins and the plates have been fashioned in such a way as to allow the joints to move. Superior Craftsmanship: Master craftsman can produce armor and shields that are better then the average run of the mill versions. These skilled craftsmen do however command a high price. The AV and price of their works is modified as follows: AV = AV x 1.05 (minimum of 1 better then average stuff) Price = Price x 100 Special Metal, Unusual Materials: Occasionaly armor (or shields) made from unusal materials are encountered. Examples of these materials include mithril, adamantite, fine steel, dragonhide, and of course anything forged by a god. The weight and price of these works is modified as follows. Weight = .95 x Weight Price = Price x 100 Substandard Objects There are of course substandard versions of nearly every object. These could be simple shoddy workmanship, or neglected objects such as rusted mail. The builder is free to set the AV to any value lower then the standard armor should call for. Any bonus for exceptional craftsmanship or special material is lost. The weight should remain the same, and the price should be no less then the chart would specify for a piece of armor in the lower category. Chapter 4: Other Worn Objects: Clothing: Clothing should be of object type worn so armor merchants will not deal in it. Clothing AV, weight, and minimum price should use the armor charts. Objects with a clothing discription should not exceed the values for leather (base leather, not studded) under any circumstances. Absolutly no AV is permited for Jewelry, Bauble, Finger, Light, Wielded, or Held equipment. These spots are not part of a suit of armor and should not be flagged as such. Obj Equipment Slot AV Weight Min_Price Cloth Hat <worn on head> 2 1 4 Cloth Shirt <worn on body> 8 2 16 Cloth Gloves <worn on hands> 1 1 2 Cloth Pants <worn on legs> 3 2 6 Shoes <worn on feet> 1 1 2 Heavy Cloak <worn about body> 12 18 900 Heavy Coat <worn about body> 12 18 900 Cloak <worn about body> 10 10 100 Robe <worn about body> 10 10 100 Surcoat <worn about body> 5 3 50 Kilt <worn about waist> 5 3 300 Hide Loincloth <worn about waist> 5 3 300 Leather Belt <worn about waist> 3 2 20 Loincloth <worn about waist> 3 2 20 Rings: The average ring should have a weight of 2. Rings should be object type treasure (8), type trash is also permited. Nonmagical rings should have no affects. Baubles: Most baubles should have a weight between 3 and 5. Baubbles should be of object type treasure (8) or trash (13). Nonmagical baubles should have not affects. Jewelry: Most jewelry should have a weight of 3 to 5 units. Jewelry should be object type treasure (8). Nonmagical jewelry should have no affects. Neckware: Most neckware should have a weight of 3 to 5 units. Neckware should be object type treasure (8). Nonmagical neckware should have no affects. Lights: Object Hours Weight Cost Candle 24 1 2 Torch 48 2 5 Lantern 96 4 10 Chapter 5: Dungeon Supplies: Bags, Chests and other Containers Object Contents Weight Cost Small Sack/Ba 25 2 5 Sack/Bag 50 4 10 Large Sack/Bag 75 6 15 Backpack 60 6 60 Small Chest 60 10 25 Chest 120 20 50 Large Chest 180 30 75 Drink Containters: Object Contents Weight Cost Jug 10 5 5 Wine Bottle 12 6 5 Waterskin 40 20 30 Wineskin 40 20 30 Small barrel 25 25 25 Large barrel 50 40 50 Food: Object Hours Weight Cost loaf of bread 8 1 1 loaf of waybread 15 1 3 traveling ration 24 2 10 fish 24 3 5 chunk of meat 24 3 5 chunk of beef 24 3 12 Boats: Object Weight Value Small Canoe 45 500 Canoe 50 600 Raft 75 50 No boats of less then 45 weight are permited.