ZeFRS

Arms and Armor

Weapons

Weapon Weapon Bonus Initiative Bonus Range Cost
arbalest* +1 0 50/120/200 special
bastard sword 0 (+1)** -1 - 2 s
bill +1 +2/-2*** - 9 s
broadsword 0 0 - 1 s
cinequesda +1 -1 - 1 s
club 0 0 - -
dirk 0 -1 0 5 b
falchion +2 -2 - 2 s
fighting axe +1 -1 - 3 s
flail +1 -2 - 3 s
fork/trident +1(+2)# +2/-3***# - 8 s
francisca 0 0 5/10/20 1 s
great axe +2 -2 - 5 s
halbard +1 +2/-3*** - 1 g
holy water sprinkler +1 0 - 3 s
javelin -1 0 30/50/80 4 b
katar -1 +1 - 1 g
knife, throwing 0 +1 5/10/15 4 b
lance, jousting +3 +4/-4*** - 2 g
lance, light 0 +3/-3*** - 8 g
longbow 0 0 70/150/250 4 g
mace 0 0 - 5 b
man-catcher **** +2 - 3 g
maul +2 -3 - 2 s
pike 0 +2/-3 - 1 g
rapier 0 +1 - 4 g
saber 0 0 - 5 s
short bow 0 0 50/110/200 2 g
sling -1 0 50/100/150 3 b
spear 0 0 10/25/40 2 s
throwing dirk 0 0 10/20/30 1 s
tiger claw -2 -2 - 3 g
two-handed sword +2 -3 - 2 g
warhammer 0 0 - 6 s

* requires 3 combat turns to load
** use second number when using weapon with two hands
*** use first number on first round of combat only
**** does no damage, but traps target in weapon's jaws
# Especially effective against mounted attackers; each hit has a 10% chance of unseating a mounted victim.

g = gold; s = silver; b = bronze

Weapons of Desperation or Circumstance

Items grabbed up to be used as improvised weapons in a brawl can be roughly grouped into a few broad categories:

Item Treat As
small thrown object (platter, vase, lamp) sling
small blunt object (chair leg, cane, axe handle) club
sharp item (kitchen knife, large shard of glass, tanner's awl) dirk
flaming object fire as a torch
large blunt object (chair, statue, falling chandelier) holy water sprinkler

Armor

Protection and cost given are for steel or iron armor. For bronze armor, reduce protection by 1 point and cost by 50%.

Human Armor
Armor Protection Move Penalty Cost Area(s) Covered)
arm guard, splint 2 1 4 s RA, LA
armored sleeve 3 1 5 s RA or LA
arm armor, leather 1 0 3 s RA or LA
armet 3 1 3 g H
barbutte 2 1 1 s H
basinet 2 0 7 s H
bishop's mantle 2 4 5 g C, G, RA, LA, RL, LL
breastplate 3 2 3 g C
brigandine 2 1 8 s C, G
coif 1 0 2 s H
jack 1 0 3 s C, G
leg armor, metal 2 2 5 s RL, LL
leg armor, leather 1 0 5 s RL, LL
hauberk 2 2 1 g C, G, RA, LA
mail suit 2 4 10 g all but H
shield, buckler 2 0 8 s see Combat
shield, great 3 4 5 g see Combat
shield, spiked 2 2 2 g +
shield, standard 2 2 1 g see Combat
shield, target 1 0 5 b see Combat
shirt, ring or scale 2 1 6 s C, G
skirt, studded 1 1 3 s G, RL, LL
tassets 3 1 6 s G
three-quarter suit 4 5 12 g H, C, G, RA, LA, RL, LL
Horse Armor
chanfron 3 1 10 g H
crupper, leather 1 0 5 g hindquarters
crupper, plate 3 4 20 g hindquarters
peytral, leather 1 0 10 g chest
peytral, plate 3 3 25 g chest

+ A spiked shield used to Bash (see Combat) knocks down the opponent on an acceptable through heroic result. The Bash also inflicts damage equal to the basher's strength bonus, if any. A failure on a bash means that the opponent has entangled the shield and torn it from the user's grasp.

Glossary

Some of the more obscure weapon and armor names are defined below:

Arbalest
A heavy crossbow
Armet
A large helmet that covers the entire head
Basinet
A helmet with no face covering
Bishop's Mantle
A large coat of mail
Brigandine
A leather coat with leather plates sewn onto it
Cinquesda
A shord, very broad-bladed sword
Coif
A hood of mail
Falchion
A heavy-bladed, slightly curved sword
Francisca
A throwing axe
Greaves
Armor plates that protect the thighs
Holy Water Sprinkler
A spiked mace
Jack
A padded leather jacket
Katar
A "punch" dagger; one whose grip is perpendicular to the blade
Man-catcher
Any of a variety of polearms designed to grasp a person without causing injury
Tassets
A kilt or skirt of overlapping metal plates
Tiger Claw
Short spikes or blades that protrude from four conjoined finger rings
Chanfron
Face protection for a horse
Crupper
Armor for a horse's rump
Peytral
Protection for a horse's chest