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1.7.12 Weapons and Armor

NOTE: The combat system is undergoing revision. This page is outdated.

The RP staff is free to define weapons appopriate to the world. The following is a listing of weapons defined by the base installation of Argo. Administrators should try to ensure that newly added weapons are in balance with the standard weapons. That is, if they offer significant advantages over the standard weapons, this should be offset by greater cost, special skill requirements, reduced availability, or perhaps social stigma (in other words, make the improved weapons illegal).

For weapons that specify more than one skill, your highest applicable skill will be used in attack rolls. The notes column makes use of the following codes:

  1h     A 1-handed weapon
  2h A 2-handed weapon
  F A fencing weapon
  T A thrown weapon
  R A ranged weapon

A complete list of combat-related objects that have been defined on your MUCK can be shown by typing +list weapons, +list shields, and +list armor. You can also specify subclasses of weapons (for example, +list fencing weapons or +list thrown weapons). The +info command will output detailed information about specific weapons.

Note that prices listed here are simply system defaults... `suggested retail', as it were. The actual price of a given object at a given location may vary widely.

Melee Weapons
  Weapon     Damage     Min STR     Parry     Skill(s)     Cost     Notes    
  Dagger 1d6-1 1 Yes Knives, Swords 10 1h, T
  Foil 1d6-1 6 Yes Swords, Fencing   60 1h, F
  Epee 1d6 6 Yes Swords, Fencing 80 1h, F
  Rapier 1d6+1 7 Yes Swords, Fencing 100 1h, F
  Cutlass 2d6-2 10 Yes Swords 50 1h
  Shortsword 2d6-1 11 Yes Swords 60 1h
  Broadsword 2d6 12 Yes Swords 80 1h
  Bastard Sword   2d6+1 13 Yes Swords 100 1h
  2-Handed Sword   3d6-1 14 Yes Swords 120 2h
  Great Sword 3d6+1 16 No Swords 150 2h
  Club 1d6-1 8 Yes Axes & Maces 5 1h, T
  Hatchet 1d6 9 No Axes & Maces 15 1h, T
  Hammer 1d6+1 10 No Axes & Maces 25 1h, T
  Mace 2d6-1 11 No Axes & Maces 40 1h, T
  Small Axe 1d6+2 11 No Axes & Maces 30 1h, T
  Military Pick 2d6 12 No Axes & Maces 60 2h
  Morningstar 2d6+1 13 No Axes & Maces 100 1h
  Great Hammer 2d6+2 14 No Axes & Maces 110 2h
  Battle Axe 3d6 15 No Axes & Maces 130 2h
  Javelin 1d6-1 9 No Polearms 20 1h, T
  Spear 1d6 11 Yes Polearms 40 2h, T
  Halberd 2d6 13 Yes Polearms 70 2h
  Pike Axe 2d6+2 15 No Polearms 100 2h
  Trident 1d6 10 Yes Polearms 30 1h, T
  Naginata 1d6+2 10 Yes Polearms 65 2h
  Pike 2d6+1 12 No Polearms 12 2h
  Quarterstaff 1d6+2 11 Yes Quarterstaff 10 2h
  Whip 1d6-1 8 No Whips 30 1h
  Boomerang 2d6 11 No Boomerangs 20 1h, T

Ranged Weapons
  Weapon     Damage     Min STR     Skill(s)     Cost     Notes    
  Sling 1d6-2 1 Slings 2 1h, R
  Small Bow 1d6-1 9 Bows 20 2h, R
  Bow 1d6 10 Bows 30 2h, R
  Long Bow 1d6+2 11 Bows 40 2h, R
  Light Crossbow 2d6 12 Crossbows   50 2h, R
  Heavy Crossbow 3d6 15 Crossbows 80 2h, R

Armor and Shields
  Armor     DamRed     DexPen     FatAcc     Cost     Notes
  Cloth Armor 1 -1 0 50  
  Leather Armor 2 -2 1 100  
  Chainmail 3 -3 2 200  
  Half-plate 4 -5 3 300  
  Plate Armor 5 -6 5 500  
  Fine Plate 6 -4 4 5000  
  Small Shield 1   0 0 30  
  Shield 2 -1 0 50  
  Large Shield 3 -2 0 70  

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