Animal/ Transport |
Cost |
Animal/ Transport |
Cost |
Fare, Riverboat, plain |
1 sm |
Fare, Riverboat, rich |
1 gm |
Horse, Racing |
10 gc |
Horse, Riding |
1 gc |
Horse, Light War |
5 gc |
Horse, Heavy War |
20 gc |
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Armor
The table that follows gives the game statistics for many types of armor available
in The Wheel of Time. Each has an entry for Defense; this is what the armor adds
to its wearer's target number to be hit. In addition, each type has an entry for
Damage; this is how much damage the armor absorbs from each successful attack. The
Encumberance entry is the penalty to Quickness rolls while wearing this armor, and is
also the penalty to the character's Movement and Initiative. Finally, each type has a listed Structure.
For every 5 full Body points the character wearing the armor takes, the armor loses 1
Structure. At half Stucture, the armor is -1 to Defense and Damage. At zero Structure,
the armor is effectively worthless. An armorer can repair damaged metal armor; leatherworkers
or tailors can repair most other types.
Each suit of armor generally consists of a jerkin, breastplate, or hauberk of the named type,
with helm, greaves, gauntlets, bracers, leggings, and arms of an appropriate type. For example,
a suit of plate-and-mail uses a great helm. In general, these come with the suit and the values
in the table assume the character has a full suit. Missing pieces can lower the defensive ability
of the armor.
Armor |
Defense |
Damage |
Encumberance |
Structure |
Back-and-Breast |
3 |
3 |
3 |
10 |
Cloth |
0 |
1 |
0 |
6 |
Leather |
0 |
2 |
0 |
6 |
Mail |
2 |
3 |
2 |
8 |
Plate-and-Mail |
3 |
4 |
4 |
10 |
Scale |
1 |
3 |
1 |
8 |
Shield, Buckler |
1 |
0 |
0 |
N/A |
Shield, Body |
2 |
0 |
1 |
N/A |
Shield, Tower |
3 |
0 |
2 |
N/A |
Studded Leather |
0 |
3 |
0 |
6 |
Armor |
Cost |
Armor |
Cost |
Back-and-Breast |
25 gc |
Cloth |
2 sm |
Leather |
2 gm |
Mail |
15 gc |
Plate-and-Mail |
40 gc |
Scale |
10 gc |
Shield, Buckler |
1 gm |
Shield, Body |
1 gc |
Shield, Tower |
6 gc |
Studded Leather |
6 gm |
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Weapons
In this table, each weapon has a damage rating based on either the wielder's
Strength or (for missile weapons) a set damage die. In either case, only 1 total
is kept, as always. Damage dice can surge.
Each weapon also has a range. For melee weapons, this is either "close" or "extended".
For missile weapons, this is given as follows: minimum/short/long/extreme.
Unless otherwise noted, all missile weapons require two hands.
Weapon |
Damage |
Range |
Notes |
Axe, Battle |
2 Str dice |
close |
|
Axe, Hatchet |
1/2 Str die |
close or 3/10/15/20 |
can be used off-hand |
Axe, Woodsman's |
one Str die |
close |
|
Bill |
two Str dice |
extended |
2-handed; see Mass Combat |
Bow, Horse |
one d6 |
5/20/80/150 |
+1 to Mounted Archery rolls |
Bow, Short |
two d6 |
5/25/100/175 |
|
Bow, Two Rivers |
Pile Arrow: one d8, ignore armor; Broadhead: three d8 |
10/50/150/300 |
min Strength d8; cannot be used mounted |
Crossbow |
two d8 |
5/30/100/200 |
min Str d6; takes 1 action to load |
Crossbow, Arbalest |
two d12 |
5/80/200/400 |
min Str d8; takes 2 actions to load |
Crossbow, Hand |
two d4 |
5/15/40/80 |
takes 1 action to load; can be fired 1 handed |
Knife |
one-half Str die |
close or 3/10/15/20 |
can be used off-hand |
Lance |
one Str die + one mount Str die (if mounted) |
extended |
any surge causes lance to break |
Long-knife(dagger) |
one-half Str die +1 |
close or 3/10/15/20 |
can be used off-hand; +1 Parry |
Mace(club) |
one Str die -1 |
close |
can be used off-hand |
Morning Star(spiked mace) |
one Str die |
close |
|
Pike |
one Str die (+ one Str die of opponent if receiving charge) |
extended |
2-handed; see rules in Mass Combat |
Quarterstaff |
one Str die |
close/extended |
+1 to Parry; 2-handed |
Shield, Body |
one-half Str die |
close |
used off-handed |
Spear |
one Str die |
close/extended |
2-handed |
Spear, Short |
one Str die -1 |
close or 3/10/25/50 |
|
Sword, Broad |
one Str die -1 |
close |
+1 to Parry, -1 to Attack |
Sword, Great |
two Str dice |
close |
2-handed |
Sword, Long |
one Str die |
close |
|
Sword, Short |
one Str die -2 |
close |
can be used off-hand |
Sword-breaker |
one-half Str die |
close |
can be used off-hand |
Weapon |
Cost |
Weapon |
Cost |
Arrow, Horse/Short |
2 cp |
Arrow, Broadhead |
3 cp |
Arrow, Pile |
5 cp |
Bolt, Crossbow |
3 cp |
Bolt, Arbalest |
6 cp |
Bolt, Hand |
3 cp |
Axe, Battle |
5 gc |
Axe, Hatchet |
2 sm |
Axe, Woodsman's |
1 gm |
Bill |
6 gc |
Bow, Horse |
4 gm |
Bow, Short |
3 gm |
Bow, Two Rivers |
1 gc |
Crossbow |
2 gc |
Crossbow, Arbalest |
10 gc |
Crossbow, Hand |
4 gc |
Knife |
5 cp |
Lance |
1 gc |
Long-Knife |
1 sm |
Mace |
4 sm |
Morning Star |
1 gc |
Pike |
2 gm |
Quarterstaff |
6 cp |
Spear |
2 gm |
Spear, Short |
1 gm |
Sword, Broad |
4 gc |
Sword, Great |
10 gc |
Sword, Long |
6 gc |
Sword, Short |
2 gc |
Sword-Breaker |
4 gm |
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