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Classic Fantasy Vol. 1: Adventurers; Chapter Four: Equipment 3.

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Written by Rodney Leary

Armor
While the entire list of primitive and historic armors from Basic Roleplaying are suitable for a
Classic Fantasy campaign, the following table details the most commonly encountered. Because all
armor possesses a Fits SIZ that lets you know if it will fit your character or not, its good to get
into the habit of writing down the SIZ of the armor you have purchased. It is obviously equal to
your SIZ, but later on, when armor has been looted from fallen enemies, it will be useful to know
this information as some found armor may be a little too small or large for your character.
Finally, even though Classic Fantasy assumes the use of hit locations, the following armors are
typically purchased as complete suits. However, if the GM and/or players wish to purchase
armor piecemeal, see Special Rules for Armor on page 261 of Basic Roleplaying for detailed
information.

Armor
Armor Type AP Burden ENC** Skill Modifier Fits SIZ Time Locations Gold**
Clothes 0 None 2.5 None 2 1 All Varies
Padded 1* None 3.0 None 2 1 All 4
Leather 1 Light 3.5 None 2 2 All 5
Studded Leather 2 Moderate 5.0 -10% to Physical Skills 1 2 All 15
Ring 5 Light 10.0 -10% to Physical Skills 1 2 All but head 30
Scale 6 Moderate 20.0 -10% to Physical Skills +1 2 All but head 45
Splint 6 Moderate 18.0 -15% to Physical Skills 1 2 All but head 80
Banded 6 Moderate 15.0 -10% to Physical Skills 1 2 All but head 90
Chain 7 Moderate 20.0 -20% to Physical Skills -2 3 All 75
Plate Mail 7 Moderate 18.0 -20% to Physical Skills -1 4 All but head 600
Full Plate 8 Cumbersome 25.0 -20% to Physical Skills -1 5 All but head 2,000
Coif, Chain 7 None 2.0 -15% to Perception Skills 1 1 Head 7.5
Helm, Plate 8 Light 2.5 -50% to Perception Skills 0 1 Head 100
Helm, Great 10 Light 3.0 -75% to Perception Skills 0 1 Head 200

*1 armor point vs. weapons with the crushing and bleeding special effects, no effect vs. impaling
weapons.
** The noted Cost represents a suit fitted for an average sized human, for larger or smaller
characters and/or races, assume the following multipliers. SIZ 1-5 (Tiny) x0.50, SIZ 6-10 (Small)
x0.75, SIZ 11-15 (Medium) x 1.00, SIZ 16-20 (Large) x1.25, SIZ 21-25 (Ogre) x1.50.

Classic Fantasy: Playtest Version 3.0 Confidential Page 1 11/7/2009


Classic Fantasy Vol. 1: Adventurers; Chapter Four: Equipment 3.0
Written by Rodney Leary

Missile Weapons
Weapon Skill Base Dmg Attk Special Rng Hands HP Parry STR/DEX Mal SIZ/Enc* Cost (gp)*
Arbalest Crossbow 15 2D6+4 1/3 Impaling 90m 2H 14 No 11/9i 93-00 10.0(0.5) 41 (2.0)
Axe, Hand Axe 10 1D6+db 1 Bleeding 20m 1H 12 No 9/11
(thrown)
Blowgun Missile 10 1D3+poison** 1 Impaling 30m 2H 4 No /11 0.5 5.5
Bola Missile 05 1D4+db 1 Crushing 15m 1H 1 No 9/13 3.0 6
(thrown to
damage)
Bola Missile 05 Special 1 Entangling 15m 1H 1 No 9/13 3.0
(thrown to
snare)
Boomerang Missile 05 1D4+db Crushing 50m 1H 3 No 9/11 0.5 4.5
Bow, Bow 05 1D8+1+db 1 Impaling 120m 2H 12 No 13/9 0.5 (0.5) 14.5
Composite
Bow, Long Bow 05 1D8+1+db 1 Impaling 90m 2H 10 No 11/9 0.5 (0.5) 13 (0.1)
Bow, Short Bow 10 1D6+1+db 1 Impaling 80m 2H 6 No 9/9 0.5 (0.5) 9 (0.1)
Club, Light Throw Throw 1D6+db 1 Crushing 20m 1H 15 No 9/7
(thrown)
Crossbow, Crossbow 25 1D6+2 1/2 Impaling 40m 1H 10 No 9/7 96-00 3.5 (0.5) 27 (0.1)
Light
Crossbow, Crossbow 25 2D6+2 1/3 Impaling 55m 2H 18 No 13/7 97-00 8.0 (0.5) 37 (0.1)
Heavy
Crossbow, Crossbow 25 2D4+2 1/2 Impaling 50m 2H 14 No 11/7 95-00 5.0 (0.5) 29 (0.1)
Medium
Dart Missile 10 1d6+db 1 Impaling 20m 1H 4 No /9 0.5 6.5
Javelin Missile 15 1D6+db 1 Impaling 25m 1H 10 No 9/9 1.5 7
Knife, Missile 15 1d4+db 1 Impaling 20m 1H 10 No /11 0.2 8.5
Throwing
Knife Missile 15 1D4+db 1 Impaling 10m 1H 15 No 7/11
(thrown)
Lasso Other 05 Special Entangling 10m 2H 1 No 9/13 1.0 4
Net Other 05 Special 1 Entangling 5m 1H 6 No 9/12 ???
(thrown)
Rock Throw Throw 1D2+db 2 Crushing 20m 1H 20 No 5/5 .05
(thrown)
Sling Missile 05 1D8+db 1 Crushing 30m 1H 2/12 No 7/11 0.1 (0.1) 6
Spear, Short Spear 05 1D6+1+db 1 Impaling 15m 1H 15 No 12/10
(thrown)
Spear, Long Spear 05 1D10+1+db 1 Impaling 15m 1H 15 No 12/10
(thrown)

*Where SIZ/ENC and Cost is given as ## (#.#), the number in brackets signifies the weight or cost of a single piece of ammunition.
**See page 229 of Basic Roleplaying for the effects of poison.

Classic Fantasy: Playtest Version 3.0 Confidential Page 2 11/7/2009

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