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 6 3 30
Leather Armor 20 10 100
Leather Gloves 3 2 20
Leather Pants 8 5 45
Soft lthr boots 3 2 15
Leather Boots 4 3 72
Chain Mail
Obj Equipment Slot AV Weight Price
Nasal Helm 12 12 1200
Mail Hauberk 40 40 4000
Mail Mittens 6 6 600
Mail Leggings 16 16 1600
Mail Boots 6 6 600
Plate and Mail Armor
Obj Equipment Slot AV Weight Price
Heaume 15 20 7755
Plate Suit 52 68 26884
Gauntlets 8 11 7064
Greaves 20 26 10340
Sollerets 8 11 7064
Full Plate (Maximillain Ribbed Plate)
Obj Equipment Slot AV Weight Price
Great Helm 18 27 27000
Ribbed Plate 60 90 90000
Gauntlets 9 14 13500
Leg Plates 24 36 36000
Sollerets 9 14 13500
Shields
Obj Equipment Slot AV Weight Price
Buckler 8 5 50
Generic Shield 12 10 100
Kite Shield 15 15 150
Large Shield 15 15 150
Tower Shield 20 30 300
Odd Bits of Armor
Obj Equipment Slot AV Weight Price
Coif 5 5 500
Armored Belt 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 2 1 4
Cloth Shirt 8 2 16
Cloth Gloves 1 1 2
Cloth Pants 3 2 6
Shoes 1 1 2
Heavy Cloak 12 18 900
Heavy Coat 12 18 900
Cloak 10 10 100
Robe 10 10 100
Surcoat 5 3 50
Kilt 5 3 300
Hide Loincloth 5 3 300
Leather Belt 3 2 20
Loincloth 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.