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 |
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4-6 |
6 |
Warhammer |
|
|
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Uncommon Melee Weapons
Roll 1d, 1d. (Need a die roller?)
1 |
1 |
Baton |
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|
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2 |
Blackjack |
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3 |
Bladed Hand |
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4 |
Brass Knuckles |
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5 |
Broadsword |
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6 |
Cavalry Saber |
|
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2 |
1 |
Cestus |
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|
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2 |
Heavy Spear |
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|
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3 |
Javelin |
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4 |
Katana |
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5 |
Kusari |
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6 |
Lance |
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3 |
1 |
Large Net |
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|
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2 |
Lariat |
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3 |
Light Club |
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4 |
Long Spear |
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5 |
Main-Gauche |
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6 |
Maul |
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4 |
1 |
Melee Net |
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2 |
Morningstar |
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3 |
Naginata |
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4 |
Nunchaku |
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5 |
Pick |
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6 |
Poleaxe |
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5 |
1 |
Rapier |
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2 |
Saber |
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3 |
Scythe |
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4 |
Short Staff |
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5 |
Small Knife |
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6 |
Small Mace |
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6 |
1 |
Smallsword |
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2 |
Stiletto |
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3 |
Throwing Axe |
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4 |
Trident |
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5 |
Whip (2 Yards) |
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6 |
Whip (3 Yards) |
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Shields
Roll 1d. (Need a die roller?) For more on shields, see p B287.
1 |
Light |
|
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2-3 |
Small |
|
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4-5 |
Medium |
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6 |
Large |
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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 |
|
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2 |
Longbow |
|
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3 |
Regular Bow |
|
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4 |
Short Bow |
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5 |
Arrows |
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|
6 |
Bolts |
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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 |
|
|
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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 |
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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 |
|
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|
5-6 |
Pot-Helm |
|
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5-6 |
1-3 |
Barrel Helm |
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|
4-6 |
Greathelm |
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Body Armor
Roll 1d. (Need a die roller?)
1-2 |
1 |
Fur Loincloth |
|
|
|
2 |
Fur Tunic |
|
|
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3 |
Cloth Armor |
|
|
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4 |
Leather Jacket |
|
|
|
5-6 |
Leather Armor |
|
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3-4 |
1 |
Light Scale Armor |
|
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|
2-3 |
Mail Shirt |
|
|
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4 |
Buff Coat |
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5 |
Mail Hauberk |
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6 |
Scale Armor |
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5-6 |
1 |
Steel Breastplate |
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|
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2 |
Double Mail Hauberk |
|
|
|
3 |
Steel Laminate Plate |
|
|
|
4-5 |
Steel Corselet |
|
|
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6 |
Heavy Steel Corselet |
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Armwear
Roll 1d. (Need a die roller?)
1 |
Cloth Sleeves |
|
|
2 |
Heavy Leather Sleeves |
|
|
3 |
Mail Sleeves |
|
|
4 |
Scale Sleeves |
|
|
5 |
Plate Arms |
|
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6 |
Heavy Plate Arms |
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Gloves
Roll 1d. (Need a die roller?)
1 |
Cloth Gloves |
|
|
2-3 |
Leather Gloves |
|
|
4-5 |
Gauntlets |
|
|
6 |
Heavy Gauntlets |
|
|
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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 |
|
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Footwear
Roll 1d. (Need a die roller?)
1-3 |
Mail Leggings |
|
|
4 |
Scale Leggings |
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5 |
Plate Legs |
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6 |
Heavy Plate Legs |
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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 |
|
|
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