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Fighting Steel Combat Supplement to The Burning Wheel Fantasy Roleplaying System by Tony Hamilton

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Fighting Steel Combat Supplement to The Burning Wheel Fantasy Roleplaying

System

by Tony Hamilton

Contents

Contents 1

Introduction 2

Martial Actions and Weapon Skills 2

Maneuvers 2

Proficiencies 4 Using Maneuvers from Other Proficiencies 5

Weapons 6 Bladed Weapons 6 Civilian Blades 6 Curved Swords 6 Swords of War 7

Hafted Weapons 8 Axes, Hammers, Picks 8 Cudgels 8

Natural Weapons 9

Staff Weapons 10 Pole-arms 10 Spears 10

General Weapon Notes 12 Weapon Resource Point Cost 12

Armour and Shields 12 Armour 12 Leather or Buckram 12 Quilt 13 Plated, Reinforced Leather or Buckram 13 Mail 14 Plate 14 Full Plate 15 Helmets 15 General Armour Notes 16

Shields 16 General Shield Notes 17

Craftsmanship 17 The Weaponsmith 17 Bladesmith Training 17 Weapon Quality and Breakage 17 Repairing Weapons 18

The Armourer 18 Harness Engineer Training 19

1

Introduction I was first introduced to the Burning Wheel system by George Thompson (AKA Claymore) when The Riddle of Steel had its own active section on The Forge forum. That was back in the middle of 2003, which was a year before George ended up purchasing TRoS from Jake Norwood, that game’s original creator. I have also been a big fan of HârnWorld and its many rule system versions, HârnMaster (I, Core, Gold, & III), as well as Chivalry and Sorcery: the Rebirth for several years now. These game systems, coupled with my interest in medieval history and the arms and armour of that era, I blame for my desire to inject more details into the combat resolution system. Therefore, with the help of these games, such books as The Knight in History by Frances Gies, Arms and Armour of the Medieval Knight by David Edge and John M. Paddock, Medieval Military Costume by Gerry Embleton, Fighting Iron: A metals Handbook for Arms Collectors by Art Gogan, and Companion to Medieval Arms and Armour edited by David Nicolle, as well as various articles from The Association for Renaissance Martial Arts website, I have written the following rules to augment the system presented in The Burning Wheel Fantasy Roleplaying System book.

Obviously, these are optional rules, but each section and even the subsections can be implemented independently according to the taste of the players. So, whether you are a fan of the games that I mentioned above or are just looking for a bit more “crunch” to your combat, you might give these rules a try. I strongly recommend first though that you and your players become at least somewhat familiar with the BW system as written before adopting any of these rules.

Finally, I would like to thank Luke Crane (AKA abzu) for his patience with me, his objectivity and enthusiasm, and for making such a wonderful game system without which none of this would have been possible. The drawing on the front page is from my favorite bladesmith website, Albion Armourer. The name of this particular sword is The Chieftain, and I also used The Knecht on page 6, The Valkyrja on page 7, and The Earl on page 8. I highly recommend taking a look at the rest of their site; they have true works of arts.

Martial Actions and Weapon Skills To clarify, I use the term maneuver(s) for martial action(s) and refer to weapon skills as proficiencies.

Maneuvers

Basic Maneuvers Basic maneuvers are those martial actions that any character can perform regardless of what proficiencies the character has. Basic, defensive maneuvers include Avoid and Block, basic, neutral maneuvers include Charge/Tackle, Disengage, and Push, and the basic, aggressive maneuver is Strike. All other maneuvers are associated with particular proficiencies and are discussed below.

Disengage by Jocke Andersson (AKA Angaros) Neutral Maneuver Tests: Speed +2D Disengage is a Speed-based Withdraw; it is a positioning test in all respects Countered by: Close, Withdraw, and Maintain count as Natural Defenses against Disengage. Special Requirements: Disengage is a special action much like Charge, it is a Withdraw maneuver that also

costs an action to perform. All positioning bonuses except weapon length advantages apply. The character is considered running for his life – no fending off opponents with his weapon. This action must be the first action in the volley.

Effects: Using the Disengage option, the character turns away from his opponent and starts running as fast as he can. There is only one goal in mind: getting away from danger. Running is simple which is why the character gets +2D to his positioning test, but it also makes other stuff difficult to perform. The character also gets a +2 Ob penalty to all other actions that volley and the next. This is to emphasize that Disengage is a last resort action that you don’t use for positioning in a fight; you use it to end a fight by running away. The Ob penalty does not apply to positioning tests (except for Charge).

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Counter-disarm by Luke Crane Defensive Maneuver Tests: Weapon Skill Defends Against: Strike, Great Strike, Disarm and Push Countered by: FeintEffect: This variant of the Counterstrike allows the defender to attempt to pull his opponent’s weapon from

his grasp while defending himself from attack. It acts like Counterstrike in all respects, except that instead of Striking the defender uses his attack half dice to Disarm. The obstacle to Disarm is half his opponent’s skill exponent rounded up.

Counter-lock by Luke Crane Defensive Maneuver Tests: Weapon Skill Defends Against: Strike, Great Strike, Disarm and Push Countered by: Feint Effect: This risky variant of Counterstrike allows the defender to deflect some of the incoming blow while

attempting to grapple with his opponent. Dice are divided between defense and attack as in a standard Counterstrike. Attack half dice are considered a Lock maneuver in every respect; the character that triggered the Counterstrike (the Striking character) may test his Natural Defenses Power against the Lock. This is a tough maneuver to perform and best done when you’re sure that you’ve got your opponent off-balance since you almost always want to favor the Lock half over the defense half. There’s nothing worse than grabbing the arm that’s ramming the sword through your gut.

Feint (see page 158 of the Fantasy Roleplaying System book) Effects: This is exactly the same as the maneuver in the Fantasy Roleplaying System book except for a few

minor restrictions. This action can either result in a Swing or a Thrust (player’s choice), but it is really only executable from the Swing. Feints from a Thrust strike receive a +2 Ob penalty.

Great Strike (see page 159 of the Fantasy Roleplaying System book) Effects: This has been included to emphasize that this maneuver is only performed as a Swing Strike.

Plate from a 1459 Luetwold von Koniggsegg Edition of Talhoffer's Fechtbuch

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Half-Sword Neutral Maneuver Tests: Weapon Skill Countered by: Avoid, Block, Counterstrike, Push Special Requirements: A fairly long, pointy weapon (a long sword, spear, or thrusting pole-arm). Effects: This action is used to break through the protection worn by more heavily armoured opponents. The

maneuver is performed by grasping some where in the middle of the weapon with the off hand. This reduces the weapon’s strike distance by one or two categories (players choice) but gives the combatant added leverage and control of the weapon. This translates into either a +1 VA for Thrust attacks or +1D for any other maneuver, player’s choice. In combat, this maneuver costs one action to move into, but it can be released into normal use at any time during an exchange, nullifying the half-swording bonuses and increasing the weapon’s strike distance back to normal. Outside of combat, a combatant can shift into this grip at any time.

A character wielding a greatsword in the Half-Swording mode begins a volley where he has scripted two actions. The first one is Block, which he adds the +1D to his dice pool to better defend against his opponent’s attack. His next action is a Thrust, which raises his weapon’s VA from 1 to 2.

Strike Aggressive Maneuver Tests: Weapon Skill Countered by: Avoid, Block, or Counterstrike Effects: As it states on page 161 of the Fantasy Roleplaying System book, this maneuver describes an

attacker lashing out to do harm to his opponent. This seemingly simple maneuver can be accomplished in one of three ways that all work the same as the Strike in the main rule book but can have slightly different effects depending on the weapon used.

Swing – This is a cleaving or bludgeoning strike, utilizing the weapon’s edge, spike(s), etc. This type of attack typically has more power behind it than the other forms of striking, and is moderately good against all but the heaviest forms of armour. Due to the readying portion of the maneuver, it is the slowest form of strike. This action is a little different for a few particular types of bladed weapons. Curved and civilian bladed weapons rely on their edge and are designed to be used against unarmoured opponents. A swing strike with these types of weapons is performed more like a thrust; the weapon is placed up against an opponent and then raked acrossed them in an attempt to open up a wide, deep, slicing cut.

Thrust – This is the act of piercing or jabbing an opponent with the point or end of a weapon. It is a very quick attack, and effective against armoured opponents, as well as having reasonable amount of force behind the strike.

Each weapon can have one or more of these as Strike options, each with it own, listed statistics, which are chosen by the character when scripting.

Proficiencies

Flail Training Root: Agility (for aptitude only) This is a specialized training skill, which cannot be obtained without first acquiring proficiency in Cudgel. With this training skill, the character, using a flail, does not receive damage as described under the Flail weapon entry below.

Axe, Hammer, or Pick Root: Agility These proficiencies cover the use of any hafted weapon with a directional dependant head. Skill in any one of these proficiencies enables use with all of these types of weapons, as well as cudgels.

Actions: Beat and Bind, Disarm, and Great Strike FoRKs: Brawling, Cudgel, Pole-arm, War Sword

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Brawling Root: Agility The original rules differentiates between the Boxing and Brawling skills by making Boxing trained, unarmed combat and Brawling untrained, unarmed combat. I think that limiting a character to just the basic Martial Actions, as described above, and doubling the obstacle like any other unopened skill, as described on page 51 in the Beginner’s Luck section of the Fantasy Roleplaying System book, works well enough for a character who is untrained in unarmed combat.

Actions: Disarm, Lock, Throw Opponent FoRKs: Any melee weapon skill

Cudgel Root: Agility This proficiency covers the use of any, non-directional, hafted weapons such as maces or clubs.

Actions: Beat and Bind, Disarm, and Great Strike FoRKs: Axe, Brawling, Hammer, Pick, Pole-arm, War Sword

Dagger/Knife Root: Agility Skill in this proficiency covers all types of short bladed weapons such as knives and daggers. Combatants with this proficiency and using a dagger or knife on the Inside, reduce their Add for all types of attacks by one. The IMS for this proficiency is determined with the character’s Agility exponent instead of the Power exponent.

Actions: Disarm FoRKs: Brawling, Curved Sword, Personal Sword, and War Sword

Curved Blade Root: Agility This proficiency covers the use of curved, bladed weapons. The shape and edge of this type of sword is better designed for the fast, slashing strike, than the swinging strike of most European swords. The IMS for this proficiency is determined with the character’s Agility exponent instead of the Power exponent.

Actions: Beat and Bind, Counterstrike, Counter-disarm, Counter-lock, Disarm, and Feint FoRKs: Brawling, Dagger, and War Sword

Personal Sword Root: Agility This skill provides proficiency with light, thrusting swords, which are more commonly used by the civilian population. The IMS for this proficiency is determined with the character’s Agility exponent instead of the Power exponent.

Actions: Beat and Bind, Counterstrike, Counter-disarm, Counter-lock, Disarm, and Feint FoRKs: Brawling, Dagger, and War Sword

Pole-arm Root: Agility Skill in this proficiency allows use with all types of pole-weapons, as well as some of the larger types of axes and hammers.

Actions: Beat and Bind, Counterstrike, Counter-disarm, Disarm, Feint, Great Strike, and Half-Sword FoRKs: Axe, Brawling, Cudgel, Hammer, Pick, and War Sword

War Sword Root: Agility This proficiency allows for use with all the straight, double and single edged, blade weapons from the Roman Gladius to the Dopplehänder of the German Landsknecht.

Actions: Beat and Bind, Counterstrike, Counter-disarm, Counter-lock, Disarm, Feint, Great Strike, and Half-Sword

FoRKs: Axe, Brawling, Dagger, Cudgel, Curved Sword, Hammer, Personal Sword, Pick, and Pole-arm

Using Maneuvers from Other Proficiencies A situation may occur where a player may want their character to attempt a maneuver associated with a particular proficiency while they are using a different type of weapon and proficiency. If the maneuver makes sense in the context of the situation, then it may be allowed. Based on its applicability, the GM can assign a penalty of either +1 or +2 Ob. Anything worse than that, you should consider not allowing the action completely.

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Weapons

Bladed Weapons Civilian Blades Dagger or Knife

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 1 2 0 Fast

Thrust 1 2 0 Fast Shortest One-Handed Dagger/Knife

This term includes all bladed weapons ranging in size from a small knife or razor to the large dirks of the Scottish Highlands. This weapon was probably the most common weapon carried by just about every male of every class from ancient times and is still a common side arm to this day in some Middle Eastern cultures. These weapons offer good thrusting and a reasonably good cutting stroke, especially on the Inside where they can be particularly deadly in a skilled hand. They are also commonly used eating utensils in the typical, dark age to medieval setting.

The Rondel Dagger has a blade with a reinforced diamond cross section allowing it to be more easily thrusted through heavier armour, and for that reason was a popular medieval, battlefield sidearm. Its Thrust VA is 1, but it receives a penalty of +1 to its Swing Add.

Personal Sword

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 0 2 0 Slow

Thrust 3 1 0 Fast Long One-Handed Personal Sword

This type of sword includes all thin, thrusting swords from the late Middle Ages through the Renaissance such as the sidesword, smallsword, the French Epee, and of course the Rapier. These weapons range in length from three to four feet and are very light, weighing anywhere from one to three pounds. This makes them incredibly fast but their thin design makes them less useful against armoured opponents. Used with the Personal Sword proficiency, this weapon suffers no penalty for feinting from a thrust strike.

Shortsword

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 1 2 0 Fast

Thrust 2 2 1 Fast Short One-Handed

Dagger/Knife, War Sword

In ancient and classical times this was the longest of bladed weapons, but in the Medieval and Renaissance eras, this weapon bridged the gap between the dagger and the longer arming sword and was a popular sidearm of pikemen and archers.

Curved Swords These types of bladed weapons represent a different evolutionary branch in sword development being used primarily in the warmer climates of the Middle East, North Africa, and Southern and Eastern Asia. In cultures that relied less on wearing heavy armour, the emphasis was placed on the sharp, cutting edge of these weapons and the quicker, slashing attack of its use. Before the decline of heavy armour in Europe, around the latter part of the sixteenth century, these weapons were commonly used to skirt the feudal laws prohibiting sword use or ownership by those of non-noble birth.

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Curved Longsword

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 2 1 0 Fast

Thrust 2 2 0 Fast Long One-Handed Curved Sword

Different versions of this weapon include the Kreigs Messer and the Katana of Japanese Shogun. These weapons are generally made with a grip large enough to accommodate two-handed use. Two-Handed use provides the user better control and gives a bonus of +1D to all maneuvers.

Curved Sword

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 1 1 0 Fast

Thrust 2 2 0 Fast Short One-Handed Curved Sword

The Scimitar, the Saber, the Chinese Dao, and the Indian Shamshir are versions of this type of single-edged, curved blade.

Swords of War Arming Sword†

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 2 2 0 Slow

Thrust 2 2 1 Fast Long One-Handed War Sword

This basic, single-handed sword is one of the most familiar types of knightly swords from history and literature. It has straight, parallel or near parallel edges and either a quick or long tapered point. This standard of fantasy roleplaying includes such variations as the broadsword, the cut-and-thrust sword, and the “Norse” or Viking sword. These longer, bladed weapons started gaining prominence with the increased use of Germanic mercenaries in the Roman Legions in the second and third centuries and continued through the Renaissance.

Greatsword†

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 3 2 1 Slow

Thrust 2 2 1 Fast Longer Two-Handed War Sword

These weapons represent the largest bladed weapons in use on the European battlefield, ranging in length from five to over six feet and weighing anywhere from three to well over five pounds. These weapons include such variations as the Swiss and German Dopplehänder or Bidenhänder, the flammard or flambard, and the English slaughter-sword. Historically, these Renaissance weapons (1500s and later) were rarely seen on any battlefield, and there is no evidence of them being used in duels or trials by combat.

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Longsword†

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 2 2 0 Slow

Thrust 2 2 1 Fast Long One-Handed War Sword

The thirteenth and especially the fourteenth centuries saw an increase in the use of better quality armour throughout the European theater. This, in turn lead to a drop in the warriors’ dependence on shields and a need to break through these improved defenses. This weapon category represents the refinement of the medieval bladesmith. Though light enough for single-handed use, the pommel is long enough to accommodate two-handed use and the weapon could be used to half-sword more heavily armoured opponents. Two-Handed use provides the user better control of the weapon and gives a bonus of +1D to all maneuvers.

There is a somewhat later variation of this weapon that takes further advantage of this weapon’s thrusting ability. Referred to as a tuck, stocco, foining sword, or estoc, this weapon looks more like a giant ice-pick or the battlefield version of a rapier. It has a blade portion that is as long as any other longsword blade with a pommel and crossguard, but the blade has no edge and has a very gradual taper that ends in a very hard, sharp point. This weapon’s weight makes it a two-handed weapon. It receives a bonus of +1 VA to any thrust maneuver. It also gets a penalty or -1 to it Swing Power and VA. All Swing attacks with this weapon are considered bludgeoning attacks.

Hafted Weapons

Axes, Hammers, Picks Regardless of the type, these weapons are much lighter than the equivalent utilitarian tool and have seen use from ancient times throughout the Medieval and Renaissance Eras. This type of weapon can utilize a variety of head combinations, such as a battle axe balanced with a backside pick. Merely use the appropriate stats for the type of head used. Mostly due to their balance, they are poorly designed to perform Blocking maneuvers. These weapons receive a penalty of +1 Ob when attempting that maneuver.

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Battle Axe 2 2 1 Slow Long One-Handed Axe, Hammer, Pick

Like the Longsword, the battle-axe can either be wielded in one or both hands, and two-handed use provides the user better control of the weapon, which translates into a +1D bonus to all maneuvers. Two-handed use also reduces the weapon’s striking distance one category to short.

Axe, Hammer, Pick

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Hand Axe 2 2 0 Slow Short One-Handed Axe, Hammer, Pick

War Hammer 3 2 1 Slow Short One-Handed Axe, Hammer, Pick

War Pick 2 2 2 Slow Short One-Handed Axe, Hammer, Pick

Cudgels This weapon has been used throughout history and has evolved with the use of armour from a simple, walking stick or club to a bronze or iron mace to the spiked mace of the late middle ages. Equipped with spikes, this weapon’s VA receives a bonus of +1.

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Club or Cane

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 1 2 1 Slow

Thrust 1 2 0 Fast Short One-Handed

Axe, Cudgel. Hammer, Pick

Mace†

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 2 2 2 Slow

Thrust 1 2 1 Fast Short One-Handed

Axe, Cudgel. Hammer, Pick

Staff

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 2 2 1 Slow Long

Thrust 1 2 0 Fast Longer Two-Handed Pole-arm

This weapon’s swing strike is considered slow, but that just applies to strikes made from the same end. Swing strikes can be made one after another in consecutive volleys by merely alternating which end of the staff the character is striking with. Since both ends have the same stats, players do not need to script which end is being used. This means that this type of strike is actually considered fast.

War Flail

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 4 2 2 Slow Long One-Handed Axe, Cudgel, Hammer,

Pick This type of weapon is like a mace on a chain or cord and can be particularly dangerous to both opponents and users alike. Proficiency with either Axe, Cudgel, Hammer, or Pick allows use of this weapon without resorting to the Beginner’s Luck rules on page 51 of the Fantasy Roleplaying System book, but unless the character has the Articulated Weapon Training, 1s rolled in an attack count as damage against the user whether the attack against the opponent is successful or not. Attacks from this type of weapon are also damn near impossible to Block or Block with (+2 Ob penalty to either maneuver). A war flail equipped with spikes increases the weapon’s VA to 3.

Natural Weapons Kick

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 1 2 0 Slow Shortest N/A Brawling

Punch

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 1 3 0 Slow

Thrust (Jab) 0 3 0 Fast Inside N/A Brawling

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Staff Weapons

Pole-arms This late Medieval to Renaissance Era weapon is basically a staff mounted with a variety of blade, cleaver, axe, or even mace-like heads, plus flukes or spikes in various arrangements. The staff is frequently reinforced with riveted metal strips or cheeks and even a round metal disk, called a rondel, to protect the hands. It is also possible to strike or thrust with the pole-end of this weapon (use the Swing and Thrust stats from the Staff entry). The Half-Sword maneuver is an option with any pole-weapon that is equipped with a thrusting spike or blade as long as the user has the proper weapon skill.

Goedendag

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 4 2 3 Slow

Thrust 2 2 1 Fast Longer Two-Handed Pole-arm

This is essentially a large, spiked mace head on a pole. It can be used similarly to a spear, or swung as a large, two-handed, spiked mace.

Halberd

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 4 2 2 Slow

Thrust 2 2 1 Fast Longer Two-Handed Pole-arm

This weapon is basically made up of a cleaver or axe head with a back and thrusting spike or blade, and encompasses such variations as the Bill or Volgue.

Partisan or Spetum

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 3 2 1 Slow

Thrust 2 2 1 Fast Longer Two-Handed Pole-arm

This pole-arm consists of a fairly long blade a top various configurations of spikes.

Pollaxe†

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Axe Swing 3 2 0

Fluke Swing 2 2 2

Hammer Swing 3 2 1

Slow Long

Thrust 2 2 1 Fast Longer

Two-Handed Axe, Hammer, Pick, Pole-arm

This shorter type of pole-weapon is equipped with an axe head and balanced with either a fluke or hammerhead and surmounted by a spike. This head is placed atop a four to six foot long pole.

The Bardiche or Sparth Axe is a large, rounded cleaver that comes to a sharp point and placed atop a four to six foot long pole. The axe’s Swing provides a Power of 4 making this weapon particularly deadly.

Spears This is an ancient thrusting weapon simply made-up of a short, thrusting blade affixed to a pole of various lengths. It has been one of the most common and effective weapons on the battlefield since ancient times. Besides the obvious thrusting maneuver, this weapon can also be used to deliver strike with the blade-like point, as well as striking or thrusting with the pole-end of this weapon (use the Swing and Thrust stats from the Staff entry).

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Lance†

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 1 3 0 Slow

Thrust 3 2 1 Fast Longest Two-Handed Pole-arm

A lance is basically a large spear fitted with a vamplate. These weapons evolved through the middle-ages to become so heavy that the armour and saddle were equipped with lance rests to help knights hold up the lance, balance, and aim it.

In addition to the modifiers given under the Mounted Combat Rules in the Fantasy Roleplaying System book, when using a lance or jousting pole in the couched position, use the mount’s Power exponent plus half of its Speed exponent (rounded down) to determine the damage done by the attack while charging at top speed. Because of its length, this type of weapon would normally require two hands to use, but it is typically held couched under the shoulder when used from horseback. As with any two-handed weapon used with only one hand, its WSpd is reduced by one speed category for any maneuvers. This should not typically affect its use in combat though; the mounted combatant typically only gets one attack before riding past or over his opponent. When not being used in the charge, lighter, earlier period lances were often used effectively in an over-hand method to thrust down at opponents and left sticking in their opponents or close by in the ground.

Jousting or tournament poles are different than the ones used on the battlefield. They are made from softer woods and slightly longer. This makes them more likely to splinter on impact, and they either have a padded tip or fitted with a coronel. Because of its construction, Lance to Lance combat with these types of lances is resolved a little differently. Successes to hit still count as a Push attack, but only half (rounded down) of the successes rolled to hit count toward Thrust damage. Also, regardless of the number of successes rolled, if a 1 comes up on any one of the dice when an attack is determined to hit, then the jousting pole splinters.

Pike

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 1 3 0 Slow

Thrust 3 2 1 Fast Longest Two-Handed Pole-arm

This weapon is merely an extremely long spear and often had cheeks riveted along the shaft to reinforce it. Because of its length, it suffers a penalty of +1 Ob when attempting to perform a swing strike with either end. A pike can set to receive a charge. Like a lance used by a charging combatant, this type of attack uses the charging combatant’s Power + Speed/2 to determine the damage done, not the character that is set for the charge.

Spear

Strike Type Power Add VA WSpd Strike Dist. Grip Skills

Swing 1 3 0 Slow

Thrust 3 2 1 Fast Longer Two-Handed Pole-arm

Like a pike, a spear can also be set to receive a charge in the same way.

There are also shorter versions of this weapon that allow for single handed use. The Strike Dist. is reduced to long and there is a penalty of -1 to its Power, but it can be used with a shield. Like any pointy pole-arm, it can be used to half-sword with, but that maneuver requires both hands.

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General Weapon Notes Modifications due to bonuses or penalties cannot lower any weapon stats below 0. Power cannot be adjusted above 4, and Add and VA cannot be raised above 3. No weapon can have a Weapon Speed better than fast or worse than unwieldy. If a weapon is already unwieldy and a modification implies that it should worsen, the GM and players should consider whether or not to even allow the item to be used as a weapon or more than a one time shot.

Because of the concentration of the swing impact to a relatively small area, there are those weapons that are more likely to induce shock in a hit opponent. Any weapon strike so marked confers a penalty of +1 Ob to Steel tests rolled by opponents due to being struck in that manner.

† This symbol marks those weapons that, in a medieval setting, are considered chivalric arms and may only be borne by those of noble birth in feudal societies. This includes the knightly shield (or heater) and the kite shield (or great shield). Also, except for military parades and guards, only noble knights, mercenaries, and militias, going off to or returning from war, wear armour; in other words, only people expecting to get into a fight wear armour.

Weapons, whose Grip is listed as one-handed, do not receive any special bonuses or penalties for being used with both hands unless noted.

When using the Detailed Martial Conflict rules in the Fantasy Roleplaying System book, weapons that only have a Two-Handed listing loose one category of WSpd (i.e. Fast becomes Slow, Slow becomes Unwieldy) and +1 Ob to all actions performed when they are used with only one hand. This penalty can be nullified by GM discretion in cases where the user of the weapon is of Massive or Gigantic Stature, or assessed greater penalties when the user is of a Tiny, Small, or Diminutive Stature.

Weapon Resource Point Cost The listed resource points (rps) are for Run-of-the-Mill quality weapons. Superior quality weapons are 4x the listed price (Superior quality, bladed weapons with a Strike Dist. of long or greater are 6x the listed price). All weapons of Poor quality are ½ the listed cost, rounded up. If the listed cost for a Run-of-the-Mill weapon is 1, then the quantity purchased can be doubled.

Arming Sword 2 Jousting Pole (3) 2 Short Spear 1 Battle Axe 2 Lance 2 Shortsword 1 Curved Longsword 3 Longsword 3 Sparth Axe 3 Curved Sword 2 Mace 2 Spear 1 Dagger or Knife 1 Partisan 2 Staff 1 Goedendag 1 Personal Sword 2 Tuck 2 Greatsword 3 Pike 1 War Flail 2 Halberd 3 Pole-axe 3 War Hammer 2 Hand Axe 1 Pole-hammer 3 War Pick 2

Armour and Shields

Armour

Leather or Buckram Vest 2D of Protection rps: 1 Areas Protected: Torso Modifiers: None

Jack or Shirt 1D of Protection rps: 1

(2D for hits to the torso) Areas Protected: Torso, arms or half-arms Modifiers: +1 Ob to all Agility and Agility-based skill tests with full sleeves only.

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Long Jack or Tunic 1D of Protection rps: 1

(2D for hits to the torso) Areas Protected: Torso, arms or half-arms, half-legs Modifiers: +1 Ob to all Agility and Agility-based skill tests with full sleeves only.

Leggings 1D of Protection rps: 1 Areas Protected: Legs Modifiers: None

Quilt Aketon 1D of Protection rps: 1

(+1D vs. Bludgeoning type attacks, 2D for hits to the torso)

Areas Protected: Torso, arms or half-arms Modifiers: +1 Ob to all Agility and Agility-based skill tests with full sleeves only (this is not cumulative with

other arm armour worn).

Gambeson 1D of Protection rps: 2

(+1D vs. Bludgeoning type attacks, 2D for hits to the torso)

Areas Protected: Torso, arms or half-arms, half-legs Modifiers: +1 Ob to all Agility and Agility-based skill tests with full sleeves only (this is not cumulative with

other arm armour worn).

Leggings 1D of Protection rps: 1

(+1D vs. Bludgeoning type attacks) Areas Protected: Torso, arms or half-arms, half-legs Modifiers: None

Plated, Reinforced Leather or Buckram Coat of Plates 4D of Protection rps: 3 Areas Protected: Torso Modifiers: +1 Ob to Stealthy and Swimming.

Rerebraces 3D of Protection rps: 1 (This buys the Vambraces, as well as the

Rerebraces) Areas Protected: Upper arms (half-arm or part of full arm protection) Modifiers: +1 Ob to all Agility and Agility-based skill tests with full arm protection only.

Vambraces 3D of Protection rps: 1 (This buys the Rerebraces, as well as the

Vambraces) Areas Protected: Forearms (half-arm or part of full arm protection) Modifiers: +1 Ob to all Agility and Agility-based skill tests with full arm protection only.

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Cuisses 3D of Protection rps: 1 (This buys the Greaves, as well as the

Cuisses) Areas Protected: Thighs (half-leg or part of full leg protection) Modifiers: +1 Ob for all Speed and Speed-based skills with full leg protection only.

Greaves 3D of Protection rps: 1 (This buys the Cuisses, as well as the

Greaves) Areas Protected: Lower legs (half-leg or part of full leg protection) Modifiers: +1 Ob for all Speed and Speed-based skills with full leg protection only.

Mail Byrnie 4D of Protection rps: 4

(5D for hits to the torso) Areas Protected: Torso, arms or half-arms Modifiers: +2 Ob to Stealthy and Swimming. +2 Ob to all Agility and Agility-based skill tests with full sleeves

only.

Hauberk 4D of Protection rps: 5

(5D for hits to the torso) Areas Protected: Torso, arms or half-arms, half-legs Modifiers: +2 Ob to Stealthy and Swimming. +2 Ob to all Agility and Agility-based skill tests with full sleeves

only. +1 Ob to all Speed and Speed-based skills.

Chausses 4D of Protection rps: 4 Areas Protected: Legs Modifiers: -1D from all Speed and Speed-based skills.

Plate The Resource Point cost (rps) represents the cost for only the metal plates. The mail must also be purchased separately for each body location.

Cuirass 6D of Protection rps: 5 Areas Protected: Torso Modifiers: +3 Ob to Stealthy and Swimming.

Rerebraces 5D of Protection rps: 1 Areas Protected: Upper Arms (half-arm or part of full arm protection) Modifiers: +2 Ob to all Agility and Agility-based skill tests and +1 Ob to Climbing with full arm protection

only.

Vambraces 5D of Protection rps: 1 Areas Protected: Forearms (half-arm or part of full arm protection) Modifiers: +2 Ob to all Agility and Agility-based skill tests and +1 Ob to Climbing with full arm protection

only.

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Cuisse 5D of Protection rps: 1 Areas Protected: Thighs (half-leg or part of full leg protection) Modifiers: -1D from all Speed and Speed-based skills with full leg protection. +1 Ob from all Speed and

Speed-based skills on their own. These penalties are not in combination with those given for wearing mail leg armour.

Greaves 5D of Protection rps: 1 Areas Protected: Lower legs (half-leg or part of full leg protection) Modifiers: -1D from all Speed and Speed-based skills with full leg protection. +1 Ob from all Speed and

Speed-based skills on their own. These penalties are not in combination with those given for wearing mail leg armour.

Full Plate This type of armour was the evolutionary extent of the European Armourer. With each plate interlocked with surrounding plates by a variety of joints, this type of armour actually gave slightly better protection than the earlier suits of plated mail without the added bulk and weight of the underlying mail. Though this type of armour is made up several smaller sections, these parts (i.e. the cuirass for the torso and the arm and leg harnesses) make up a complete suit of armour. These parts are individually hand crafted to fit and work together and cannot be mixed and matched or worn separately. A Corslet and a Cap-á-Pied includes a helmet, called an armet, which is attached to the shoulders of the body harness. This helmet provides the same protection as a Great Helm but is visored and only has the same penalties as the Sallet.

The Maximilian armour is the modern term for the pinnacle of the fully, articulated, suit of plate armour. This style uses narrow, parallel fluting to add additional strength to each metal plate. This added strength is seen by reducing any attacking weapon’s VA by one. This type of armour requires an additional obstacle and double the required time to make. Because of the skill and time required, this armour would also cost at least twice as much as a regular suit of full plate.

Corslet 6D of Protection rps: 30

(7D for hits to the torso) Areas Protected: Torso, arms, and head Modifiers: +3 Ob to Stealthy and Swimming. +2 Ob to all Agility and Agility-based skill tests and +2 Ob to

Climbing, +2 Ob to Perception with the visor down +1 Ob with the visor up.

Full Harness or Cap-á-Pied 6D of Protection rps: 50

(7D for hits to the torso) Areas Protected: Torso, arms, legs, and head Modifiers: +3 Ob to Stealthy and Swimming. +2 Ob to all Agility and Agility-based skill tests and +2 Ob to

Climbing, +2 Ob to Perception with the visor down +1 Ob with the visor up. -1D from all Speed and Speed-based skills.

Helmets Mail Coif 1D of Protection rps: 1 Modifiers: None Description: This is a mail hood or cowl that covers the entire head and neck except for the face. This form

of head protection was generally worn with a conical helm and by the twelfth century often used a Ventail to fit it tightly around the head and cover the portion of the face.

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Conical helm, Kettle-Hat, or Pot 2D of Protection (3D if worn over a Mail Coif) rps: 1 Modifiers: +1 Ob to Perception. Description: This is the simple helmet style that sits up on top of the head and sometimes had a nasal bar,

cheek guards, eye guards, or brims of various widths.

Basinet, Barbut, or Open Sallet 4D of Protection rps: 1 Modifiers: +1 Ob to Perception. Description: This style of helmet covers the top, sides, and back of the head, and often was equipped with

Avenail. This was mail attached to the base of the helmet that provided protection to the neck and shoulders. This helmet was also worn underneath a great helm and served as its base.

Sallet or Visored Basinet 5D of Protection rps: 2 Modifiers: +2 Ob to Perception with its visor down (same as an open Bascinet when it is up). Description: This is the same as above except that it has a visor or grill that can be raised or lowered and is

not used under Great Helm.

Great Helm 6D of Protection rps: 2 Modifiers: +3 Ob to Perception. Description: This form of head protection covers the head, neck, and face of the wearer. The great helm

was typically worn only for the joust, and must be worn over an Basinet that is purchased separately.

Example: A knight character wants to have a complete suit of plated mail with a Great Helm. He would first have to purchase a Byrnie and Chausses at 8 rps. Then he’d need to get a Cuirass with plate Rerebraces, Vambraces, Cuisse, and Greaves at a total of 9 rps. He would then buy both a Basinet and a Great Helm for 6 rps. This complete suit comes in at a grand total of 20 rps.

General Armour Notes The resource point cost listed for each garment is for run-of-the-mill quality armour. Poor quality armour is half (rounded up), and Superior quality is four times the listed cost.

Shields Buckler 2D of Protection rps: 1 Modifiers: If destroyed, +1 Ob to all Maneuvers taken until actively discarded (one action to discard).

Target/Round 3D of Protection rps: 1 Modifiers: If destroyed, +1 Ob to all Maneuvers taken until actively discarded (two actions to discard).

Heater/Oval 4D of Protection rps: 2 Modifiers: If destroyed, +1 Ob to all Maneuvers taken until actively discarded (two actions to discard).

Kite 5D of Protection rps: 3 Modifiers: If destroyed, +1 Ob to all Maneuvers taken until actively discarded (three actions to discard).

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General Shield Notes This table shows a suggested correspondence between the general make of a shield and its corresponding quality.

Description Quality Cost Modifier Wood Poor x ½ Banded Run-of-the-Mill None Metal Superior x 4

Craftsmanship

The Weaponsmith Most weaponsmiths are able to construct most any weapon that they can at least have a chance to take a good look at. The list below shows the obstacle required and the time it takes to construct each type of weapon.

Weapon Fabrication Table

Weapon Obstacle Time (days) Weapon Obstacle

Time (days) Weapon Obstacle

Time (days)

Arming Sword 2 5 Jousting Pole 1 7 Short Spear 1 6 Battle Axe 2 8 Lance 2 10 Shortsword 1 2 Curved Longsword 3 10 Longsword 3 10 Sparth Axe 3 18 Curved Sword 2 5 Mace 2 8 Spear 1 7 Dagger or Knife 1 2 Partisan 2 10 Staff 1 5 Goedendag 1 7 Personal Sword 2 5 Tuck 2 5 Greatsword 3 10 Pike 1 8 War Flail 2 11 Halberd 3 15 Pole-axe 3 14 War Hammer 2 7 Hand Axe 1 5 Pole-hammer 3 14 War Pick 2 7

Rolls that do not meet the required obstacle get a Die of Fate roll. The weapon is ruined during its fabrication on a 1; otherwise, the weapon is considered of poor quality. With the exception of the longer bladed weapons, which are discussed below, double the number of successes indicates the creation of a superior quality weapon. As with any other skill in the Burning Wheel system, all of the rules concerning working carefully, patiently, quickly, and helping apply here.

Bladesmith Training Root: Will/Agility (for aptitude only) A superior quality, balanced sword is particularly difficult to craft. A weaponsmith who has mastered this training skill has developed a deeper understanding of the art. This gives them the ability to create superior quality swords by making the double obstacle requirement (bladed weapons with a Striking Dist. of at least long).

Weapon Quality and Breakage For the most part, superior weapons are constructed better and last longer. The exception to this is the bladed weapons with a Strike Dist. of long or greater; they receive a bonus of +1D to all actions, or a Balance Die. As pointed out on page 167 of the Character Burner book, Poor quality weapons have a base OB 2 for use.

The harder the impact, the more likely damage will occur. Therefore, depending on the quality of the attacking weapon and the armour, shield, or defending weapon used, any attack that has a result indicated by the table below or better requires a DoF roll. On a 1, the weapon’s quality is reduced by one category and the DoF is rolled again. If the DoF rolls a 2 or higher, then the damage stops there, but if a 1 is rolled again, the weapons condition continues to deteriorate. Superior quality weapons get another DoF roll if they roll a 1 on the first DoF before their quality is reduced. This means that it would take two consecutive DoF rolls of 1 for a run-of-the-mill weapon to break, and it would take 4 consecutive 1s to break a superior quality weapon. This will require the player at times to make the choice of causing greater damage and risk damaging their weapon or moving the hit to a different location.

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Minimum IMS Result Requiring DoF Defending Quality

Poor Run-of-the-Mill Superior

Poor Mark Incidental Any Hit

(-1 to DoF roll) Run-of-the-Mill Superb Mark Incidental A

ttac

king

Q

ualit

y

Superior No Roll Superb Mark

Gray or White shaded weapons, armour, and shields are always considered of Superior quality when rolling for or against them, and they can never be damaged when used verses a lesser shaded item. When these shaded weapons are up against their own shade or better, they are still treated as Superior, but there is also a -1 for each lighter shade to their DoF roll.

Example: A dwarf with a superior quality battle axe is striking at an elven lord, who is wearing a Gray shaded, mail hauberk. For purposes of the chart, both items are considered superior so a hit of Mark or Superb with the axe will cause the dwarf to roll the DoF. The axe is one shade lower than the hauberk, so any DoF roll made is reduced by one. Therefore if the dwarf does roll the DoF, he will fail the roll on a 1 or 2. Because the axe is of superior quality though, another DoF roll would then have to be rolled (also at a -1) to see if the axe is damaged, and so on.

Repairing Weapons The Mending or Weaponsmith skills can be used to make repairs to keep a weapon functional. Mundane skills cannot restore a weapon to superior quality.

From Poor to Run-of-the-Mill: Mending, 3 Ob. Weaponsmith, 1 Ob. Broken: Broken weapons cannot be repaired by mundane means.

The Armourer Like the weaponsmith, the armourer has a minimum obstacle depending on the material being worked, but the nominal amount of time is determined by the garment being created. The obstacle requirements for the heavier armours have been reduced somewhat from the ones listed on page 229 of the Character Burner book. In a historically accurate setting, the availability of the larger plates required to make Plated Mail armour should be extremely hard to come by until about the middle of the fourteenth century with the introduction of the blast furnace. This meant that up to that time only relatively small amounts of iron could be smelted at a time. With the development of the blast furnace in the 1300s, a greater supply of iron became available. This, in turn, led to more experimentation by smiths and a flowering of the metalworker’s art. If your setting is more comparable to the European dark ages, you may consider doubling or tripling the cost for all metal plates used for Plated Mail armour and not allowing the existence of Full Plate armour at all.

If those increased costs are used, plated mail will be placed out of reach to all but the richest of knights. To provide the protection needed for the joust and other tournament events, many knights used hardened leather plates or cuirboille. The re were several techniques to create such plates, such as immersion in hot wax, baking, or soaking in hot water, but the end product was generally the same – a surprisingly hard plate that was fairly cheap and easy to make and could withstand a good blow or two before it needed to be replaced. These plates can be used to create plate, reinforced leather or buckram, plated mail, or even helmets. This material has twice the obstacle of regular leather material to work, and takes half the time of comparable metal plates to create (rounded up), but this type of armour is considered of Poor quality (see the rules for different qualities of armour on page 184 in the Fantasy Roleplaying System book).

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Armour Fabrication Table

Material Obstacle Time (days) Material Obstacle

Time (days)

Buckram 1 Mail 3 Vest 1 Byrnie 33 Shirt 1 Byrnie with half-sleeves 27 Shirt with half-sleeves 1 Hauberk 44 Tunic 2 Hauberk with half-sleeves 38 Tunic with half-sleeves 2 Chausses 22 Leggings 1 Plate 3

Leather 1 Cuirass 19 Vest 2 Rerebraces 4 Jack 3 Vambraces 5 Jack with half-sleeves 3 Cuisse 9 Long Jack 4 Greaves 10 Long Jack with half-sleeves 4 Full Plate 4* Leggings 2 Corslet 39

Quilt 1 Full Harness 60 Aketon 4 Helmets Aketon with half-sleeves 3 Mail Coif 3 4 Gambeson 5 Spangenhelm 3 2 Gambeson with half-sleeves 4 Bascinet 3 2 Leggings 3 Sallet 4 4

Plated, Reinforced Leather or Buckram 2 Great Helm 3 5 Coat of Plates 12 Shields 1 Rerebraces 3 Buckler 6 Vambraces 3 Target 8 Cuisse 6 Heater 10 Greaves 6 Kite 12

*Because of the complexity involved with crafting the articulate joints of a full suit of plate armour by hand, only those armourers with the specialized training skill, Armour Articulation Training, have the ability to make this type of armour. The Maximilian version of this armour, discussed on page 14, requires an extra success and takes twice as long to fabricate.

Harness Engineer Training Root: Perception/Agility (for aptitude only) This training skill accounts for the engineering skill required to fabricate articulated, full plate armour.

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