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Weapons and Ability Focuses

Updated Weapons Table


Weapon

Damage

Min. Str

Cost

Weapon

Axes Group (Strength)


Battle Axe
Throwing Axe
Two-handed Axe

Damage

Min. Str

Cost

Heavy Blades Group (Strength)

2d6

14 sp

Bastard Sword

1d6+2

10 sp

Long Sword

3d6

20 sp

Two-handed Sword

Bludgeons Group (Strength)

2d6+1

20 sp

2d6

18 sp

3d6

23 sp

Lances Group (Strength)

Mace

2d6

12 sp

Heavy Lance

2d6+1

20 sp

Maul

1d6+3

14 sp

Jousting Lance

1d6+1

6 sp

Two-handed Maul

2d6+3

19 sp

Light Lance

1d6+3

12 sp

Bows Group (Dexterity)*

Light Blades Group (Dexterity)

Crossbow

2d6+1

20 sp

Dagger

1d6+1

9 sp

Short Bow

1d6+1

9 sp

Short Sword

1d6+2

14 sp

Long Bow

1d6+3

15 sp

Throwing Knife

1d6

10 sp

Brawling Group (Dexterity)


Fist

1d3

Polearms Group (Strength)

Gauntlet

1d3+1

4 sp

Improvised
Weapon

1d61

Glaive

2d6+1

23 sp

Halberd

2d6+3

25 sp

2d6

18 sp

Military Fork

Spears Group (Strength)

Dueling Group (Dexterity)


Main Gauche

1d6+1

11 sp

Rapier

1d6+3

18 sp

Spiked Buckler**

1d61

-1

15 sp

*Weapons from the Bows Group add Perception


instead of Strength to damage.*
*The spiked buckler gives the wielder a
+1 Defense vs. melee attacks.

Spear

1d6+3

12 sp

Throwing Spear

1d6+3

12 sp

2d6

20 sp

Two-handed Spear

Staves Group (Dexterity)


Club

1d6

1 sp

Morningstar

1d6+3

11 sp

Quarterstaff

1d6+1

3 sp

Ability Focuses
Ability

Focuses

Communication

Animal Handling, Bargaining, Deception, Disguise, Etiquette, Gambling, Investigation,


Leadership, Performance, Persuasion, Seduction.

Constitution

Drinking, Rowing, Running, Stamina, Swimming.

Cunning

Arcane Lore, Brewing, Cartography, Cryptography, Cultural Lore, Enchantment, Engineering,


Evaluation, Healing, Heraldry, Historical Lore, Military Lore, Musical Lore, Natural Lore,
Navigation, Poison Lore, Qun, Religious Lore, Research, Writing.

Dexterity

Acrobatics, Bows, Brawling, Calligraphy, Crafting, Dueling, Grenades, Initiative, Legerdemain,


Light Blades, Lock Picking, Riding, Staves, Stealth, Traps.

Magic

Arcane Lance, Blood, Creation, Entropy, Primal, Spirit.

Perception

Detect Darkspawn*, Empathy, Hearing, Searching, Seeing, Smelling, Tracking.

Strength

Axes, Bludgeons, Climbing, Driving, Heavy Blades, Intimidation, Jumping, Lances, Might,
Polearms, Smithing, Spears.

Willpower

Courage, Faith, Morale, Self-Discipline.


*Only available to Grey Wardens.

Mass Battles
Stages of Battle
Stage

Battle Test

1: Opening Moves

Opposed Cunning (Military Lore).

2: Main Engagement

Opposed Communication (Leadership).

3: Finishing Moves

Opposed Communication (Leadership) or Cunning (Military Lore).

Success Thresholds for Mass Battles


Task Difficulty

Battle Size

Success Threshold*

Easy

Skirmish (50 to 250 total combatants)

Average

Small Battle (251 to 1000 total combatants)

10

Challenging

Large Battle (1001 to 5,000 total combatants)

15

Hard

Huge Battle (5001 to 20,000 total combatants)

20

Formidable

Epic Battle (20,001+ total combatants)

25

* A crisis point is triggered when an army is within 5 of the success threshold.

Test Difficulty for Mass Battles


Test Difficulty

Sample Troop Types

Test Difficulty

Routine

Non-combatants

Easy

Brigands, militia

Average

Men-at-arms, genlocks, skeletons

11

Challenging

Hurlocks, knights, templars

13

Hard

Chevaliers, Legion of the Dead, werewolves

15

Formidable

Grey Wardens, ogres, rage demons

17

Imposing

Pride demons, steel golems

19

Nigh Impossible

Dragons

21

Test Modifiers for Mass Battles


Circumstance
Specialist troops
Battlefield surprise*

Modifier
+1 per type
+1 to +3

Enemy outnumbers you 2 to 1

Enemy outnumbers you 3 to 1

Enemy outnumbers you 4 to 1

Enemy occupies high ground

Enemy in prepared positions

Enemy in fortifications

Poor weather

1 to 3

* For example, an ambush, fresh reserves,


or an attack from the rear.

Casualties (Optional)
Each commander must make a Cunning (Military Lore)
test with the same TN as the battle, modified by Test
Modifiers for Casualties.
Success: casualties are equal to 35%, 5% for each
degree of success.
Failure: casualties are equal to 30%, +5% for each
point by which the test was failed.

Test Modifiers for Casualties


Circumstance

Modifier

Each stage of the battle won

+1

Each stage of the battle lost

Enemy outnumbered you 2 to 1

Enemy outnumbered you 3 to 1

Enemy outnumbered you 4 to 1

Enemy has Stage 3 specialists

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