Weapons and Armor

First roll to see what kind of armament you’ve found.  Once the PCs are in a position to inspect the armament, roll to determine its other qualities.

Weapons and Armor – Basic Type
What Kind of Armament Is This?

Roll 3d6.  (Need a die roller?)

3-6 Uncommon Melee Weapon
7-8 Shield
9-10 Common Melee Weapon
11-12 Armor (see “What Kind of Armor Is This?” table, below.)
13-14 Common Missile Weapon
15-18 Less Common Missile Weapon
Common Melee Weapons

Roll 1d, 1d.  (Need a die roller?)

1-3 1 Axe
1-3 2 Bastard Sword
1-3 3 Mace
1-3 4 Quarterstaff
1-3 5 Large Knife
1-3 6 Longsword
4-6 1 Shortsword
4-6 2 Spear
4-6 3 Thrusting Bastard Sword
4-6 4 Thrusting Broadsword
4-6 5 Thrusting Greatsword
4-6 6 Warhammer
Uncommon Melee Weapons

Roll 1d, 1d.   (Need a die roller?)

1 1 Baton
2 Blackjack
3 Bladed Hand
4 Brass Knuckles
5 Broadsword
6 Cavalry Saber
2 1 Cestus
2 Heavy Spear
3 Javelin
4 Katana
5 Kusari
6 Lance
3 1 Large Net
2 Lariat
3 Light Club
4 Long Spear
5 Main-Gauche
6 Maul
4 1 Melee Net
2 Morningstar
3 Naginata
4 Nunchaku
5 Pick
6 Poleaxe
5 1 Rapier
2 Saber
3 Scythe
4 Short Staff
5 Small Knife
6 Small Mace
6 1 Smallsword
2 Stiletto
3 Throwing Axe
4 Trident
5 Whip (2 Yards)
6 Whip (3 Yards)
Shields

Roll 1d.  (Need a die roller?)  For more on shields, see p B287.

1 Light
2-3 Small
4-5 Medium
6 Large
Common Missile Weapons

Roll 1d.  (Need a die roller?)  If the result is ammunition of some kind, either on this table on on the next, then roll 2d and add Peril to determine the number of arrows, bolts or similar found.  (Need a die roller?)

1 Crossbow
2 Longbow
3 Regular Bow
4 Short Bow
5 Arrows
6 Bolts
Uncommon Missile Weapons

Roll 1d, 1d.  (Need a die roller?)  Ammunition quantity is 2d+Peril.

1-3 1 Atlatl
1-3 2 Blowpipe
1-3 3 Bolas
1-3 4 Composite Bow
1-3 5 Pistol Crossbow
1-3 6 Repeating Crossbow
4-6 1 Staff Sling
4-6 2 Shuriken
4-6 3 Sling
4-6 4 Atlatl Darts
4-6 5 Bullets
4-6 6 Blowpipe Darts
Projectile Types

Roll 3d.  (Need a die roller?)   Roll for all arrows, bolts, and darts.  All of these projectiles are described in GURPS Martial Arts (p. 232), except the Bodkin point, which is on p. B277.

3-6 Barbed
7-8 Bodkin
10-12 Standard
13 Bowel Raker
14 Frog Crotch
15 Willow Leaf
16-18 Humming Bulb
Armor
What Kind of Armor Is This?

Roll 1d, 1d.  (Need a die roller?)

1-4 1-2 Helm
3-4 Body Armor
5-6 Full Suit
5-6 1-2 Matching Legs + Arms
3 Armwear
4 Gloves
5 Legwear
6 Footwear

Helms

Roll 1d.  (Need a die roller?)

1-2 1-2 Cloth Cap
3-4 Leather Cap
5-6 Leather Helm
3-4 1-2 Face Mask
3-4 Mail Coif
5-6 Pot-Helm
5-6 1-3 Barrel Helm
4-6 Greathelm

Body Armor

Roll 1d.  (Need a die roller?)

1-2 1 Fur Loincloth
2 Fur Tunic
3 Cloth Armor
4 Leather Jacket
5-6 Leather Armor
3-4 1 Light Scale Armor
2-3 Mail Shirt
4 Buff Coat
5 Mail Hauberk
6 Scale Armor
5-6 1 Steel Breastplate
2 Double Mail Hauberk
3 Steel Laminate Plate
4-5 Steel Corselet
6 Heavy Steel Corselet

Armwear

Roll 1d.  (Need a die roller?)

1 Cloth Sleeves
2 Heavy Leather Sleeves
3 Mail Sleeves
4 Scale Sleeves
5 Plate Arms
6 Heavy Plate Arms

Gloves

Roll 1d.  (Need a die roller?)

1 Cloth Gloves
2-3 Leather Gloves
4-5 Gauntlets
6 Heavy Gauntlets

Legwear

Roll 1d.  (Need a die roller?)

1-3 1-2 Leather Leggings
1-3 3 Leather Pants
1-3 4 Studded Leather Skirt
1-3 5-6 Heavy Leather Leggings
4-6 1-3 Mail Leggings
4-6 4 Scale Leggings
4-6 5 Plate Legs
4-6 6 Heavy Plate Legs

Footwear

Roll 1d.  (Need a die roller?)

1-3 Mail Leggings
4 Scale Leggings
5 Plate Legs
6 Heavy Plate Legs

Full Suits of Armor

Roll 1d.  (Need a die roller?)

1 Cloth Suit Cloth armor, cap, gloves, and sleeves, plus shoes and leather pants.
2 Leather Suit Leather armor, gloves, helm, heavy leather leggings and sleeves, plus boots.
3 Scale Suit Scale armor, leggings, and sleeves, plus pot-helm, gauntlets, and boots.
4 Mail Suit Mail coif, hauberk, leggings, and sleeves, plus gauntlets and boots.
5 Plate Suit Steel corselet, plate arms and legs, sollerets, gauntlets, and barrel helm.
6 Heavy Plate Suit Heavy plate corselet, arms, legs, and gauntlets, plus great helm and sollerets.
Weapons and Armor – Decoration

Anyone can take a look at a weapon, and or a piece of armor, and see how fancy its decorations are – so no skill roll is required in order to learn the results of a roll on the table below.

How Fancy Does This Armament Seem? 

Roll 2d and add Peril.  (Need a die roller?)   Once you’ve determined how many embellishments the item has, open up your copy of Dungeon Fantasy 8: Treasure Tables and roll to determine what those embellishments are.

Embellishments
Decorative Supernatural
3-4
5-6 1
7-8 2
10-11 1 1
12-13 2 1
14-15 2 2
16-17 3 2
18+ 3 3
Weapons and Armor – Quality

If the PCs successfully examine the armament using mundane skills such as Armory or Connoisseur (Weapons), then roll on the following table:

How High Quality is this Armament?

Roll 2d and add the total number of Embellishments.  (Need a die roller?)

Only roll once you’re in a position to learn this information – this might mean having the weapon inspected an expert, or else making a successful check against an appropriate skill.

Quality Modifiers
2-5
6-9 1
10-13 2
14-18 3

Now determine the actual quality of the item by rolling on the appropriate tale below.

Weapon Quality

Roll 2d and add Peril.  (Need a die roller?)

If the result cannot apply to the weapon in question, move down the table until you reach the first result that does apply.  “Cheap” weapons must have at least one decorative embellishment; add one if it doesn’t already have one.  Most of these are explained in Dungeon Fantasy 1 (pp. 26-27) and Dungeon Fantasy 8 (p.33).

Quality Applies To CF
3-5 Cheap All weapons
6 Silver-Coated Any metal
7-8 Fine Crushing-only; impaling-only; projectiles
Fencing weapons; swords; bows
Cutting weapons besides fencing weapons/swords
9 Balanced Any but sticks
10 Dwarven Any unbalanced
11 Poisonwood Impaling wooden
12 Elven Bows
13 Silver Any metal
14 Very Fine Fencing weapons, swords
All other weapons
15 Meteoric Any metal
16 Dragonbone Any wooden
17 Tempered Glass Any cutting
18 Orichalcum Any metal
19+ Poison Metal Any metal
Armor Quality

Roll 2d and add Peril, then roll 1d.  (Need a die roller?)

If the result cannot apply to the armor in question, move down the table until you reach the first result that does apply.  “Cheap” weapons must have at least one decorative embellishment; add one if it doesn’t already have one.  Most of these are explained in  Dungeon Fantasy 1 (pp. 27-28) and Dungeon Fantasy 8 (p.35).

Quality Applies To
3-7 1-6 Spiked Plate
8 1-3 Dwarven 1 Plate
9 4-6 Dwarven 2 Plate
10 1-3 Dwarven 3 Plate
4-6 Elven Mail
11-12 1-3 Thieves’ Mail Mail
4-6 Fine Any
13 1-3 Highly Articulated Any
4-6 Meteoric Any metal
14 1-3 Dragonbone Scale and steel laminate
4-6 Orichalcum Bronze plate
15 1-2 Dragonhide 1 Heavy leather
3-4 Dragonhide 2 Heavy leather
16 1-6 Giant-Spider Silk Cloth
17 1-6 Dark One Living Armor Leather and scale
18 1-6 Dragonhide 3 Heavy leather
19+ 1-6 Dragonhide 4 Heavy leather
Shield Quality

Roll 2d and add Peril.  (Need a die roller?)

If the result cannot apply to the armor in question, move down the table until you reach the first result that does apply.  Most of these are explained in Dungeon Fantasy 1 (p. 27) or Dungeon Fantasy 8 (p.35).

Quality Apply To
3-6 Spiked Any
7 Buckler Any but large
8 Mirrored Metallic
Mirrored Nonmetallic
9 Throwing Light or small
10 Dwarven Any
11 Balanced Any
12-14 Fine Any
15-16 Blade-Edged Metallic
Blade-Edged Nonmetallic
17 Meteoric Any
18+ Orichalcum Any
Weapons and Armor – Enchantments

If the PCs successfully examine the item using supernatural traits such as Magery or a Detect Magic spell, roll on the following table.

How Magically Powerful is this Armament?

Roll 2d and add the number of Supernatural Embellishments.  (Need a die roller?)

Only roll once you’re in a position to learn this information!

Enchantments
2-7
8-9 1
10-12 2
13-15 3

Note that the PCs don’t yet know which enchantments are on the item – only that there are enchantments, and how many there are.

Once the PCs have actually identified those enchantments, roll on the appropriate table  below.

Enchantments: Melee Weapons

Roll 2d and add Peril, and then roll 1d.  (Need a die roller?)

3-6 1-2 Quick-Aim (1 turn)
3-4 Quick-Aim (2 turns)
5-6 Vital Seeker +1
7-8 1-2 Graceful Weapon
3-4 Puissance +1
5-6 Accuracy +1
9-10 1-2 Ghost Weapon
3-4 Quick-Draw
5-6 Shatterproof
11—12 1-2 Vital Seeker +2
3-4 Defending Weapon +1
5-6 Loyal Sword
13 1-2 Lightning Weapon
3-4 Flaming Weapon
5-6 Icy Weapon
14 1-2 Puissance +2
3-4 Accuracy +2
5-6 Defending Weapon +2
15 1-2 Dismemberment
3-4 Penetrating Weapon (2)
5-6 Defending Weapon +3
16 1-3 Vital Seeker +3
4-6 Blood Drinker
17-18 1-2 Penetrating Weapon (3)
3-4 Puissance +3
5-6 Accuracy +3
19+ 1-2 Penetrating Weapon (5)
3-4 Penetrating Weapon (10)
5-6 Penetrating Weapon (Ignores Armor)
Enchantments: Missile Weapons

Roll 2d and add Peril, then roll 1d.  (Need a die roller?)

3-6 1-2 Quick-Aim (1 turn)
3-4 Vital Seeker +1
5-6 Graceful Weapon
7-8 1-2 Quick-Aim (2 turns)
3-4 Accuracy +1
5-6 Ghost Weapon
9-10 1-2 Quick-Draw
3-4 Shatterproof
5-6 Vital Seeker +2
11—12 1-3 Puissance +1
4-6 Loyal Sword
13-14 1-2 Lightning Weapon
3-4 Flaming Weapon
5-6 Icy Weapon
15 1-3 Accuracy +2
4-6 Puissance +2
16 1-3 Vital Seeker +3
4-6 Penetrating Weapon (2)
17-18 1-2 Accuracy +3
3-4 Puissance +3
5-6 Penetrating Weapon (3)
19+ 1-2 Penetrating Weapon (5)
3-4 Penetrating Weapon (10)
5-6 Penetrating Weapon (Ignores Armor)
Enchantments: Projectiles

Roll 2d and add Peril, then roll 1d.  (Need a die roller?)

3-6 1-2 Vital Seeker +1
3-4 Accuracy +1
5-6 Puissance +1
7-8 1-2 Vital Seeker +2
3-4 Flaming Weapon
5-6 Icy Weapon
9-10 1-2 Lightning Weapon
3-4 Accuracy +2
5-6 Puissance +2
11—12 1-3 Quick-Draw
4-6 Vital Seeker +3
13-14 1-2 Ghost Weapon
3-4 Penetrating Weapon (2)
5-6 Shatterproof
15 1-2 Accuracy +3
3-4 Penetrating Weapon (3)
5-6 Puissance +3
16 1-6 Loyal Sword
17+ 1-2 Penetrating Weapon (5)
3-4 Penetrating Weapon (10)
5-6 Penetrating Weapon (Ignores Armor)
Enchantments: Armor

Roll 2d and add Peril.  (Need a die roller?)

For partial pieces of armor, reduce the cost of the enchantment proportionately using the table in GURPS Magic, p. 66.

3-7 Fortify +1
8-9 Lighten (25%)
10 Deflect +1
11 Lighten (50%)
12 Fortify +2
13 Deflect +2
14 Fortify +3
15 Deflect +3
16 Fortify +4
17 Deflect +4
18 Fortify +5
19+ Deflect +5
Enchantments: Shields

Roll 2d and add Peril.  (Need a die roller?)

3-6 Lighten (25%)
7-8 Deflect +1
9 Dancing Shield
10 Defending Shield +1
11 Lighten (50%)
12 Deflect +2
13 Dancing Shield (Speed 6 or Skill 18)
14 Defending Shield +2
15 Dancing Shield (Speed 6 & Skill 18)
16 Deflect +3
17 Defending Shield +3
18 Deflect +4
19+ Deflect +5