WFRP Equipment

WFRP Equipment

Name Damage Group Traits Range (Yards) Reload Buckler d10+SB-2 Parrying Balanced, Defensive, Pummelling Dagger d10+SB-2 Ordinary Balanced, Puncturing Flail d10+SB+2 Flail 2h, Impact, Unwieldy, Fast Knuckleduster d10+SB-2 Ordinary Pummelling Great Weapon d10+SB+2 Two-Handed 2h, Impact Zweihander d10+SB+1 Two-Handed 2h, Defensive, Impact, Stances: Half-sword, Mordschlag Longsword d10+SB Two-Handed 2h, Impact, Defensive, Stance: Hand Weapon, Half-sword, Mordschlag Polearm d10+SB+1 Two-Handed 2h, Impact, Fast, Stance: Half-sword Hand Weapon d10+SB Ordinary None Improvised d10+SB-2 Ordinary None Lance d10+SB+1 Cavalry Fast, Impact, Special Main Gauche d10+SB-2 Parrying Balanced, Defensive, Puncturing Morningstar d10+SB Flail Impact, Unwieldy, Fast Staff d10+SB Ordinary 2h, Defensive, Impact, Pummelling Rapier d10+SB-1 Fencing Fast, Precise (2) Shield d10+SB-2 Ordinary Defensive (Melee & Ranged), Pummelling Spear d10+SB-1 Ordinary Fast, Stance: 2h Spear 2h d10+SB+1 2h, Fast Sword-Breaker d10+SB-2 Parrying Balanced, Special Unarmed d10+SB-3 Ordinary Special Stances Halfsword d10+SB 2h, Defensive, Armour Piercing (2), Precise (1) Mordschlag d10+SB 2h, Impact, Pummelling, Armour Piercing (1) Bola d10+1 Entangling Snare 8/16 Half Bow d10+3 Ordinary 2h 24/48 Half Crossbow d10+4 Ordinary 2h 30/60 Full Crossbow Pistol d10+2 Crossbow None 8/16 Full Elfbow d10+3 Longbow Armour Piercing, 2h 36/72 Half Improvised d10+SB-4 Ordinary None 6/- Half Javelin d10+SB-1 Ordinary None 8/16 Half Lasso n/a Entangling Snare, 2h 8/- Half Longbow d10+3 Longbow Armour Piercing, 2h 30/60 Half Net n/a Entangling Snare 4/8 Full Repeater Crossbowd10+2 Crossbow Special, 2h 16/32 Free Shortbow d10+3 Ordinary 2h 16/32 Half Sling d10+3 Sling None 16/32 Half Spear d10+SB Ordinary None 8/- Half Staff Sling d10+4 Sling 2h 24/48 Full Throwing Axe d10+SB-2 Throwing None 8/- Half Throwing Daggerd10+SB-3 Throwing None 6/12 Half Whip d10+SB-4 Entangling Snare 6/- Half Ammunition Arrows (5) - Bolts (5) - Blunderbuss d10+3 Gunpowder Shrapnel, Unreliable 16/- 3 Full Bomb d10+6 Explosive Shrapnel, Unreliable 4/20 - Duck-Foot d10+3 Engineer Special, Experimental 16/- 4 Full Handgun d10+4 Gunpowder Impact, Unreliable 24/48 2 Full Hochland Long Rifled10+4 Engineer Impact, Unreliable 48/96 2 Full Incendiary d10+4 Explosive Special 4/20 Full + Half Jezzail d10+3 Gunpowder - 24/72 2 Full Pistol d10+4 Gunpowder Impact, Unreliable, Balanced 8/16 2 Full Repeater Handgund10+4 Engineer Experimental, Special 24/48 Free Repeater Pistol d10+4 Engineer Experimental, Special 8/16 Free Ammunition Handgun Shot (10)- Gunpowder (10) - Name Bodyparts Armour Points Traits Encumbrance Availability Cost Layer Code Crowns Example Underlayer Padded Coif Head 1ap 5 Common 4 A Arming Doublet Body, Arms 1ap 30 Common 12 A Padded Jerkin Body 1ap 20 Common 6 A Padded Jack Body, Arms, Legs1ap 45 Common 22 A Arming Hose Legs 1ap 15 Average 10 A Overlayer Skullcap Head 1ap 5 Average 5 B Secrete, Cervelliere Helm Head 2ap 10 Average 10 B Morion, Kettle Hat, Burgonet, Celata, Bascinet, Barbute Helm w/ Visor Head 3ap Impairing 20 Rare 25 B Sallet, Houndskull, Bellows Visor Bevor Head 1ap 10 Scarce 25 C Bevor, Gorget, Falling Buffe, Barbote, Haute-piece, Aventail Full Helm Head 4ap Impairing 30 Rare 50 B, C, D, E Armet, Close Helmet, Stechhelm Breastplate Body 2ap 50 Scarce 60 B Cuirass, Full Body 4ap Hindering 115 Rare 130 B Brigandine Body 2ap 50 Average 60 B Coat of Plates Gauntlets Arms 1ap 5 Average 20 B Mitten, Fingered Vambraces Arms 1ap Restrictive 10 Scarce 30 C Rerebraces w/ CouterArms 1ap Restrictive 10 Rare 30 D Pauldrons Arms 1ap 5 Average 15 E Spaulder, Munnions, Ailette, Bishop's Mantle Sabatons Legs 1ap Hindering 25 Scarce 35 B Greaves Legs 1ap 20 Average 10 C Schynbalds Cuisses w/ PoleynLegs 1ap Hindering 25 Rare 35 D Tassets Legs 1ap 15 Average 10 E Solid, Articulated, Faulds, Tonlet Mail Coif Head 1ap 5 Scarce 10 B, C, D, E Hauberk Body, Arms, Legs2ap Hindering, Restrictive 110 Scarce 135 B, C, D, E Haubergeon Body, Legs 2ap Hindering 90 Scarce 90 B, C, D, E Byrnie Body 2ap 50 Scarce 60 B, C, D, E Chausses Legs 2ap Hindering 40 Rare 30 B, C, D, E Mounts Underlayer Caparison All 1ap 200 Scarce 50 A Overlayer Mail Barding All 2ap Restrictive 260 Rare 220 B, C, D, E Chanfron Head 2ap 100 Rare 100 B Criniere Head 2ap Restrictive 120 Very Rare 150 C Croupiere Body 2ap Hindering 180 Very Rare 100 D Peytral Body 2ap Hindering 180 Very Rare 150 E Armour Rules No armour pieces with the same layer code on the same bodypart 2h Uses Two Hands Armour Piercing -1 AP per Balanced No penalty for dual wielding Defensive +10% Parry Experimental On 96-98, Jam until Gunsmith test made, on 99-00, explodes, damage 8 on wielder Fast -10% to parry or dodge Impact Roll 2d10, pick highest Precise +1 Critical damage per Pummelling +10% Strike to Stun Shrapnel Autohit anyone in 2 yards wide area, (range) long Slow +10% parry or dodge Snare See text Special See text Tiring Impact only applies first round Unreliable On 96-99, Jam until Gunsmith test made, on 00, explodes, normal damage on wielder Offensive -10% Parry Unwieldy -10% to hit Stance Can switch to alternate stats as a free action Puncturing No armour if foe is grappled, prone or unaware. Can be used in grapple. Hindering -1 Movement (Doesn't stack, ignore if using encumbrance) Restrictive -10% Ag (Doesn't stack) Impairing -10% to Perception tests (If visor, only when lowered).

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