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  Aim: +2 Shooting/Throwing if character does not move. 
  Area Effect Attacks: Targets under template suffer damage, raises don’t add to damage, treat 
  cover as armor; missed attack rolls cause deviation: 1d6” if thrown, 1d10” if launched; Short range 
  x1, Medium range x2, Long range x3; d12 for direction. 
  Autofire: -2 Shooting; number of die rolled x ROF equals number of bullets used. 
  Breaking Things: See Obstacle Toughness pg 66; Parry 2; No bonus damage or Aces. 
  Called Shots  
  Limb: -2 attack;   
  Head/Vitals: -4 attack; +4 damage;  
   
   
  Small target: -4 attack;  
  Tiny target: -6 attack. 
  Cover   
  Light: -1   
  Medium: -2  
  Heavy: -4. 
  Darkness  
  Dim: -1 attack;  
  Dark: -2 attack; targets not visible beyond 10”  
   
  Pitch Darkness: Targets must be detected to be attacked at -4. 
  Defend: +2 Parry; character may take no other actions. 
  Disarm: -2 attack; defender must make a Str roll vs. the damage or drop his weapon 
  Double Tap/Three Round Burst: +1 attack and damage/+2 attack and damage 
  The Drop: +4 attack and damage 
  Fighting on mount: Use lowest of Fighting or Riding skills for attack. 
  Finishing Move: Instant kill to helpless foe with lethal weapon 
  Firing Into Melee: See Innocent Bystanders 
  Full Defense: Fighting roll becomes Parry until next action; may not move at all. 
  Ganging Up: +1 Fighting per additional attacker; maximum of +4 
  Grappling: Fighting roll entangles; raise Shakens. Opposed Strength/Agility to cause damage 
  (break free); Str damage/raise d6(consumes action; act normally with raise). 
  Innocent Bystanders: Missed Shooting or Throwing roll of 1(1 or 2 with shotguns or autofire) hits 
  random adjacent target 
  Nonlethal Damage: Edged weapons -1. Incapacitated Extras knocked out for 1d6 hours; Wild 
  Cards check Incapacitation Table. 
  Obstacles: If attack would hit without cover, then obstacle adds Armor to Toughness. 
  Prone: Medium cover at greater than 3”; defenders suffer -2 Fighting, -2 Parry in melee. 
  Ranged Weapons in Close Combat: Pistols only; Target Number is defender’s Parry 
  Suppressive Fire: Shooting with normal Mods.; Success: targets in the Medium Burst Template 
  make a Spirit roll + cover mod. or be Shaken; 1’s are 1 hit for normal damage. 
  Test of Wills: Intimidate opposed by Spirit; Taunt opposed by Smarts; Success: attacker gains +2 
  to next action against this target; Raise: opponent is Shaken as well. 
  Touch Attack: +2 Fighting 
  Trick: Describe action; make opposed Agility or Smarts roll; opponent is -2 Parry until next action; 
  with a raise, the foe is -2 Parry and Shaken 
  Two Weapons: -2 attack; additional -2 for off-hand if not Ambidextrous 
  Unarmed Defender: Armed attackers gain +2 Fighting 
  Unstable Platform: -2 Shooting from a moving vehicle or animal 
  Wild Attack: +2 Fighting; +2 damage; -2 Parry until next action. Multiple attacks are OK. 
  Withdraw from Close Combat: Adjacent foes get one free attack at retreating character 
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  Modifier 
  Situation 
  +2 
  Crawling 
  -2 
  Running 
  +1 
  Dim light 
  +2 
  Darkness 
  +4 
  Pitch darkness 
  +1 
  Light cover 
  +2 
  Medium cover 
  +4 
  Heavy cover 
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  Situation 
  Modifier 
  +2 
  Tracking more than 5 individuals 
  +4 
  Recent snow 
  +2 
  Mud 
  +1 
  Dusty area 
  -4 
  Raining 
  -2 
  Tracking in poor light 
  -2 
  Tracks are more than one day old 
  -2 
  Target attempted to hide tracks 
   
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  Mod. 
  Condition 
  -2 
  Rough traveling 
  -2 
  No medical attention 
  -2 
  Poor environmental conditions 
  +0 
  Basic Medical Aid (bandages) 
  +1 
  Good Medical Aid (physician) 
  +2 
  Expert Medical Aid (surgeon: 
  very rare) 
          
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  A character’s load limit is equal to 5 x 
  Strength. 
  Every multiple of the load limit after the 
  first subtracts 1 from a character’s: 
  • Agility and all linked skills 
  • Strength and all linked skills 
  FFFFFFFFrrrrrrrriiiiiiiigggggggghhhhhhhhtttttttt        TTTTTTTTaaaaaaaabbbbbbbblllllllleeeeeeee        
  1d20* 
  Effect 
  1-4 
  Adrenaline Surge: The hero’s “fight” response takes over. He adds +2 to all 
  Trait and damage rolls on his next action.  
  5-8 
  Shaken: The character is Shaken. 
  9-12 
  Panicked: The character must flee at his full Pace and receives a free run 
  action. Each round thereafter, the character may make a Spirit roll as a free 
  action. With success, he comes to his senses. On a failure, the poor soul must 
  continue running away. 
  13-16 
  Minor Phobia: The character gains a Minor Phobia Hindrance somehow 
  associate with the trauma. 
  17-18 
  Major Phobia: The character gains a Major Phobia Hindrance. 
  19-20 
  The Mark of Fear: The hero is Shaken and also suffers some cosmetic physical 
  alteration —a white streak forms in the hero’s hair, his eyes twitch constantly, or 
  some other minor physical alteration. This reduces his Charisma by 1. 
  21+ 
  Heart Attack: The hero is so overwhelmed with fear that his heart stutters. He 
  becomes Incapacitated and must make a Vigor roll at -2. If successful, he’s 
  Shaken for 1d4 rounds before he can attempt to recover. If he fails, he dies in 
  2d6 rounds. A Healing roll at - 4 saves the victim’s life, but he remains 
  Incapacitated. 
  *Add the creature’s Guts penalty as a positive number to this roll. 
  RRRR
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  2d6 
  Initial Reaction 
  2 
  Hostile: The NPC is openly hostile and does his best to stand in the hero’s way. 
  He won’t help without an overwhelming reward or payment of some kind. 
  3-4 
  Unfriendly: The NPC isn’t willing to help unless there’s a significant advantage. 
  5-9 
  Neutral: The NPC has no particular attitude, and will help for little reward if the 
  task at hand is very easy. If the task is difficult, he’ll require substantial payment. 
  10-11 
  Friendly: The NPC will go out of his way for the hero. He’ll likely do easy tasks 
  for free, and is willing to do more dangerous tasks for fair pay or other favors. 
  12 
  Helpful: The NPC is anxious to help the hero, and will probably do so for little or 
  no pay depending on the nature of the task. 
   
  
   
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  Aquatic: Native to water; can’t drown. Pace in water typically equal to their Swimming skill. 
  Armor: Each point of Armor adds to the creature’s Toughness. 
  Burrowing: The creature can burrow underground a distance equal to its Burrow ability. It can surprise attack at +2 to 
  attack and damage (+4 with a raise) by making an opposed Stealth vs. Notice.  
  Construct: +2 to recover from being Shaken; No additional damage from called shots; All Piercing attacks do only ½ 
  damage; Immune to disease and poison; Wild Cards do not suffer wound penalties. 
  Ethereal: The creature is immaterial and cannot be harmed by physical weapons. 
  Fear: Anyone who sees the monster must make a Guts check minus the creature’s Fear modifier. 
  Fearless: The creature never makes Guts checks and cannot be Intimidated. 
  Gargantuan: Size 9+; +4 to be hit; add size - opponent’s size to Str. Damage; heavy armor; heavy weapons. 
  Hardy: Second Shaken does not cause a Wound. 
  Infection: Failed Vigor roll after a Shaken or wound result results in an infection of some sort. 
  Infravision: The creature can see heat and halves penalties for bad lighting when attacking living targets. 
  Immunity: The creature is immune to damage from the listed attack form, such as heat, cold, etc. 
  Invulnerability: The horror suffers wounds only from a particular Weakness. It can be Shaken normally. 
  Low Light Vision: The creature ignores all penalties for bad lighting except in pitch darkness. 
  Paralysis: A target who is Shaken or wounded must make a Vigor roll or be paralyzed for 2d6 rounds. 
  Poison: A target who is Shaken or wounded must make a Vigor roll or suffer the effects of the poison. 
  Regeneration, Fast: The creature makes a natural healing roll every round. 
  Regeneration, Slow: The creature makes a natural healing roll once per day. 
  Size: Adds to Toughness; Min. Toughness is 2. 
  Small: -2 to be hit; Large: +2 to be hit; Huge: +4 to be hit. 
  Stun: If hit make Vigor roll or be Shaken, even if not damaged. Can’t attempt to recover for 1d6 rounds. 
  Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Undead Wild Cards 
  never suffer from Wound Modifiers; Immune to disease and poison. 
  Wall Walker: The creature can walk on horizontal surfaces or even upside down at its normal Pace. 
  Weakness: The creature suffers additional effects from its Weakness; see the individual creature description. 
          
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  Mod 
  Size of a... 
  -2 
  Cat, large rat, dog 
  -1 
  Large dog, small human 
  0 
  Human 
  +1 
  Brawny human 
  +2 
  Bull, gorilla, bear, horse 
  +3 
  Kodiak 
  +4 
  Rhino, bull shark 
  +5 
  Small elephant 
  +6 
  Bull elephant 
  +7 
  Orca 
  +8 
  Lukwata 
  +9 
  Blue whale 
  +10 
  Great Serpent 
   
   
               
   
   
   
  IIIIIIIInnnnnnnnccccccccaaaaaaaappppppppaaaaaaaacccccccciiiiiiiittttttttaaaaaaaattttttttiiiiiiiioooooooonnnnnnnn        TTTTTTTTaaaaaaaabbbbbbbblllllllleeeeeeee        
  An Incapacitated Wild Card must make an immediate Vigor roll, applying wound 
  modifiers as applicable. 
  Raise: The hero is only stunned. The hero still has three wounds, but is not 
  Incapacitated. He is Shaken and suffers a temporary impairment as well. Roll 2d6 on 
  the Injury Table. The effects are short term and go away when the combat is over. 
   
  Success: The hero is unconscious. He regains consciousness with a successful 
  Healing roll, as noted above or after an hour has passed. Roll 2d6 on the Injury Table. 
  The injury goes away when all wounds are healed. 
   
  Failure: Your hero is bleeding out.  At the start of each combat round make a Vigor 
  roll, with applicable penalties. A failure means he has to roll again next round. A result 
  of 1 or less means that he dies.  A success means he stabilizes but remains 
  unconscious until healed. Roll 2d6 on the Injury table as well. The injury is permanent 
  and requires specialist healing.  
  Non-lethal damage: Treat this as a Success except hero is unconscious for 1d6 
  hours. 
   
  Critical Failure: 
  The hero is dead. Nothing can bring him back. 
  Non-lethal damage: Treat this as a Success except hero is unconscious for 2d6 
  hours. 
   
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  Roll 2d6 on the table below. If the attack that caused the Injury was directed at a 
  specific body part, use that location instead of rolling randomly. 
   
  2d6 
  Wound 
  2 
  Unmentionables: The hero suffers an embarrassing and painful 
  wound to the groin. If the injury is permanent, reproduction is out of 
  the question without miracle surgery or magic. 
  3-4 
  Arm: The character catches one in the left or right arm (determined 
  randomly). The arm is rendered useless. 
  5-9 
  Guts: Your hero catches one somewhere between the crotch and 
  the chin. Roll 1d6 on the sub-table below: 
   
   
   
  1-2 
  Broken: His Agility is reduced by a die type (min d4). 
  3-4 
  Battered: His Vigor is reduced by a die type (min d4). 
  5-6 
  Busted: His Strength is reduced by a die type (min d4). 
   
  10 
  Leg: The character’s left or right leg (determined randomly) is 
  crushed, broken, or mangled. His Pace is reduced by 1. 
  11-12 
  Head: Your hero has suffered a grievous injury to his head. Roll 1d6 
  on the sub-table below: 
   
  1-2 
  Hideous Scar: Your hero now has the Ugly Hindrance. 
  3-4 
  Blinded: One or both of your hero’s eyes was 
  damaged. He gains the Bad Eyes Hindrance. 
  5-6 
  Brain Damage: Your hero suffers massive trauma to 
  the head. His Smarts is reduced one die type (min d4). 
   
   
  
   
   
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  2d6 
  Effect 
  2 
  Rift: Something from the spirit world has 
  been disturbed by the caster’s dabbling 
  and lashes out at him. He must make a 
  Spirit roll at –2 or lose one die in his 
  arcane skill permanently. If his skill die 
  drops below a d4, he permanently loses 
  his Arcane Background. Regardless, he 
  also cannot use his powers for 2d6 days. 
  3 
  Spirit Whip: The character suffers a 
  Wound. He also loses the ability to use his 
  powers for d6 days. 
  4–5 
  Spirit Blast: The caster takes a level of 
  Fatigue for 24 hours and can’t use his 
  powers for a day. 
  6–8 
  Magic Feedback: The caster is left 
  Shaken and is unable to use his powers 
  for d6 hours. 
  9-10 
  Energy Fatigue: The mental strain of 
  dealing with such vast power has taken its 
  toll. He is Shaken and can’t use his 
  powers for d8 Rounds. 
  11 
  Magic Shock: The caster is Shaken and 
  may not use his powers for d6 Rounds. 
  12 
  Power Surge: The caster taps into a 
  particularly potent source of magic and 
  gains +2 to his arcane skill rolls for the 
  next 24 hours. 
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  Object 
  Toughness 
  Damage 
  Light Door 
  11 
  B, C 
  Heavy Door 
  14 
  B, C 
  Iron Door 
  18 
  B, C 
  Lock 
  10 
  B, P 
  Manacles 
  15 
  B, P, C 
  Knife, Sword 
  14 
  B, C 
  Rope 
  7 
  C, P 
  B=Blunt C=Cutting, P=Piercing 
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  Obbbbbbbbssssssssttttttttaaaaaaaacccccccclllllllleeeeeeee        TTTTTTTToooooooouuuuuuuugggggggghhhhhhhhnnnnnnnneeeeeeeessssssssssssssss        
  Armor 
  Obstacle 
  +1 
  Glass, leather 
  +2 
  Leaded glass window 
  +3 
  Interior wooden wall 
  +4 
  Thick wooden wall 
  +6 
  Baked mud wall 
  +8 
  Brick wall 
  +10 
  Stone wall 
   
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  d6 
  Result 
  1 
  Avenger 
  2 
  Corrupter 
  3 
  Destroyer 
  4 
  Warlord 
  5 
  Wizard 
  6 
  Zealot 
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  Gooooooooaaaaaaaallllllll        
  1 
  Destroy/Conquer 
  2 
  Discovery 
  3 
  Greed 
  4 
  Kidnap/Steal 
  5 
  Power 
  6 
  Revenge 
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  Hooooooooooooooookkkkkkkk        
  1 
  Caught up in events 
  2 
  Innocent beginning 
  3 
  Motivation 
  4 
  Old Friend/Enemy 
  5 
  Patron 
  6 
  Rumor 
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  2d6 
  Result 
  2 
  Villain’s Lair 
  3-5 
  Ruin/Lost City/Temple 
  6-7 
  Settlement 
  8-9 
  Exotic Land 
  10-11 
  Wilderness 
  12 
  Castle/Mansion 
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  2-4 
  Combat Veteran 
  5 
  Right Hand Man 
  6-8 
  Thugs 
  9-10 
  Beast 
  10-12 
  Wizard 
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  2 
  Double-Crossed 
  3 
  Unexpected Foe 
  4 
  Trap/Ambush 
  5 
  Rescue Ally 
  6-8 
  Creature 
  9 
  Natural Hazard 
  10 
  Unexpected Ally 
  11 
  Shock/Revelation 
  12 
  Discovery 
   
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  Item 
  Cost* 
  Wt 
  Backpack (leather) 
  £0.20 
  2 
  Bedroll 
  £0.10 
  2 
  Blanket 
  £0.20 
  4 
  Book (blank, 50 pages) 
  £0.25 
  2 
  Candles, 12 (2” radius) 
  £0.25 
  1 
  Climbing gear 
  £0.20 
  6 
  Compass 
  £0.50 
  1 
  Crowbar 
  £0.15 
  2 
  Cutlery 
  £0.2+ 
  1 
  Dice/cards 
  £0.05 
  — 
  Dice/cards 
  (weighted/marked) 
  £0.75 
  — 
  Flask (ceramic) 
  £0.05 
  1 
  Flint and steel 
  £0.05 
  1 
  Grappling hook 
  £0.50 
  2 
  Gunsmith’s tools 
  £2.00 
  5 
  Hammer 
  £0.20 
  1 
  Lantern (4” radius) 
  £0.15 
  3 
  Lantern, Bullseye 
  £0.25 
  3 
  Leather satchel 
  (waterproof) 
  £0.15 
  2 
  Lockpicks 
  £1.00 
  1 
  Manacles 
  £0.25 
  2 
  Map 
  £1.00 
  — 
  Match for matchlocks 
  (10) 
  £0.05 
  1 
  Medicine chest 
  £5.00 
  10 
  Oil (for lantern; 1 pint) 
  £0.05 
  1 
  Pick or shovel 
  £0.20 
  5 
  Quiver (20 arrows/ 
  bolts) 
  £0.10 
  2 
  Rope (20 yards) 
  £0.05 
  15 
  Scroll case 
  £0.05 
  1 
  Soap 
  £0.05 
  — 
  Torch (1 hour, 4” 
  radius) 
  £0.05 
  1 
  Waterskin (empty) 
  £0.10 
  1 
  Whistle 
  £0.15 
  — 
  Whetstone 
  £0.05 
  1 
  Writing equipment 
  £0.50 
  1 
  Animals, Trained 
   
   
  Dog, guard 
  £0.25 
  — 
  Dog, hunting 
  £0.50 
  — 
  Hawk 
  £4.00 
  — 
  Horse 
  £3.00 
  — 
  Mule 
  £2.00 
  — 
  Warhorse 
  £6.00 
  — 
  Riding gear 
  £0.75 
  — 
   
   
   
   
    
  Item 
  Cost* 
  Wt 
  Clothing 
   
   
  Normal clothing 
  £1.00 
  — 
  Formal clothing 
  £10.00 
  — 
  Winter gear (cloak and 
  boots) 
  £4.00 
  — 
  Food 
   
   
  Cheap meal 
  £0.05 
  — 
  Good meal 
  £0.25 
  — 
  Trail rations (keeps 1 
  week) 
  £0.20 
  5 
  Drink (per bottle) 
   
   
  Cheap stuff (ale) 
  £0.05 
  1 
  Good stuff (wine) 
  £0.5+ 
  1 
  Lodging (per night) 
   
   
  Poor quality 
  £0.05 
  — 
  Good quality 
  £0.25 
  — 
  Women (or Men) 
   
   
  Cheap Date 
  £0.10 
  — 
  Upscale wench 
  £1+ 
  — 
          
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  AAAAllllllllllllllllyyyyyyyy’’’’’’’’ssssssss        PPPPPPPPeeeeeeeerrrrrrrrssssssssoooooooonnnnnnnnaaaaaaaalllllllliiiiiiiittttttttyyyyyyyy        
  d20 
  Personality 
  1 
  Young 
  2 
  Cruel 
  3 
  Old 
  4 
  Happy 
  5 
  Experienced 
  6 
  Fanatical 
  7 
  Lazy 
  8 
  Sneaky 
  9 
  Bright 
  10 
  Stupid 
  11 
  Crude 
  12 
  Agile 
  13 
  Observant 
  14 
  Clueless 
  15 
  Mysterious 
  16 
  Creative 
  17 
  Righteous 
  18 
  Fearless 
  19 
  Cowardly 
  20 
  Heroic 
   
  CCCCCCCCuuuuuuuurrrrrrrrrrrrrrrreeeeeeeennnnnnnnccccccccyyyyyyyy 
  1 pound = 20 shillings 
  1 shilling = 12 pence 
   
  
   
   
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  Type 
  Damage 
  Cost 
  Weight 
  Min 
  Str. 
  Notes 
  Axe 
  Str+d6 
  £0.25 
  2 
  d6 
   
  Battle Axe 
  Str+d8 
  £0.50 
  10 
  d8 
   
  Bayonet 
  Str+d4 
  £0.10 
  1 
  — 
  Fixed to a rifle, the damage to 
  Str+d6; Parry +1; Reach 1; Requires 
  2 hands 
  Brass Knuckles 
  Str+d4 
  £0.10 
  1 
  — 
  See notes 
  Club 
  Str+d4 
  £0.05 
  1 
  — 
   
  Dagger 
  Str+d4 
  £0.10 
  1 
  — 
   
  Flail 
  Str+d6 
  £0.25 
  8 
  — 
  Ignores Shield Parry bonus 
  Great Axe 
  Str+d10 
  £2.00 
  15 
  d10 
  AP 1; Parry -1; requires 2 hands 
  Great Sword 
  Str+d10 
  £4.00 
  12 
  d10 
  Parry -1; requires 2 hands 
  Halberd 
  Str+d8 
  £0.40 
  15 
  d8 
  Reach 1; requires 2 hands 
  Harpoon 
  Str+d8 
  £0.50 
  10 
  d8 
  Reach 1; requires 2 hands 
  Katana 
  Str+d8 
  £20.00 
  6 
  — 
   
  Long Sword 
  Str+d8 
  £0.50 
  8 
  d6 
  Includes scimitars 
  Main Gauche 
  Str+d4 
  £1.00 
  1 
  — 
  Parry +1 
  Maul 
  Str+d8 
  £0.75 
  20 
  d10 
  AP 2 vs. rigid armor(plate); Parry -1; 
  requires 2 hands 
  Pike 
  Str+d8 
  £0.70 
  25 
  d8 
  Reach 2, requires 2 hands 
  Rapier 
  Str+d4 
  £3.00 
  3 
  — 
  Parry +1 
  Short Sword 
  Str+d6 
  £0.35 
  4 
  — 
  Includes sabers and cutlasses 
  Spear 
  Str+d6 
  £0.20 
  5 
  d6 
  Parry +1; Reach 1; requires 2 hands 
  Staff 
  Str+d4 
  £0.05 
  8 
  — 
  Parry +1; Reach 1; requires 2 hands 
  RRRR
  RRRRaaaaaaaannnnnnnnggggggggeeeeeeeedddddddd        W
  W
  W
  W
  W
  W
  W
  Weeeeeeeeaaaaaaaappppppppoooooooonnnnnnnnssssssss        
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Wt. 
  Min. 
   Str. 
  Notes 
  Blunderbuss 
  10/20/40 
  1-3d6* 
  1 
  £2.00 
  12 
  d6 
  2 actions to reload 
  Wheellock Pistol 
  5/10/20 
  2d6+1 
  1 
  £4.00 
  3 
  — 
  AP 1; 2 actions reload 
  Wheellock Musket 
  10/20/40 
  2d8 
  1 
  £3.00 
  15 
  — 
  AP 2; 2 actions reload 
  Matchlock Musket 
  10/20/40 
  2d8 
  1 
  £1.00 
  20 
  d6 
  AP 2; 2 actions reload 
  Two-Barrel Pistol 
  5/10/20 
  2d6+1 
  ½ 
  £7.00 
  5 
  d8 
  AP 1; 2 actions reload 
  per barrel; See notes 
  Axe, throwing 
  3/6/12 
  Str+d6 
  1 
  £0.25 
  2 
  — 
   
  Bow 
  12/24/48 
  2d6 
  1 
  £1.00 
  3 
  d6 
   
  Crossbow 
  15/30/60 
  2d6 
  1 
  £2.00 
  10 
  d6 
  AP 2; 1 action reload 
  Harpoon 
  3/6/12 
  Str+d8 
  1 
  £0.50 
  10 
  d8 
   
  Knife/Dagger 
  3/6/12 
  Str+d4 
  1 
  £0.10 
  1 
  — 
   
  Sling 
  4/8/16 
  Str+d4 
  1 
  £0.05 
  1 
  — 
   
  Spear 
  3/6/12 
  Str+d6 
  1 
  £0.20 
  5 
  d6 
   
          
  AAAA
  AAAAm
  mm
  m
  m
  mm
  mm
  mm
  m
  m
  mm
  muuuuuuuunnnnnnnniiiiiiiittttttttiiiiiiiioooooooonnnnnnnn        
  Ammo 
  Cost 
  Weight 
  Notes 
  Arrow* 
  £0.05/2 
  1/5 
   
  Quarrel* 
  £0.1/5 
  1/5 
  AP 2 (standard crossbow bolt) 
  Shot (w/powder) 
  £0.05 
  1/10 
  For black powder weapons 
  Sling Stone 
  £0.05/20 
  1/10 
  Stones can also be found for free with a Notice roll and 
  1d10 minutes searching, depending on terrain 
  Outdoors, arrows and quarrels are recovered on a d6 roll of 4-6. Underground or indoors, chance is 
  reduced to a roll of 5-6. 
  IIIIIIIIm
  mm
  m
  m
  mm
  mpppppppprrrrrrrroooooooovvvvvvvviiiiiiiisssssssseeeeeeeedddddddd        W
  W
  W
  W
  W
  W
  W
  Weeeeeeeeaaaaaaaappppppppoooooooonnnnnnnnssssssss        
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Min 
  Str 
  Notes 
  Small 
  3/6/12 
  Str+d4 
  1 
  — 
  1 
  — 
  -1attack & Parry 
  Medium 
  2/4/8 
  Str+d6 
  1 
  — 
  3 
  d6 
  -1 attack & Parry 
  Large 
  — 
  Str+d8 
  1 
  — 
  6 
  d8 
  -1 attack & Parry; 
  requires 2 hands 
  EEEEEEEExxxxxxxxoooooooottttttttiiiiiiiicccccccc        W
  W
  W
  W
  W
  W
  W
  Weeeeeeeeaaaaaaaappppppppoooooooonnnnnnnnssssssss        
  Type 
  Damage 
  Weight 
  Cost 
  Min.  
  Str. 
  Notes 
  Chúi 
  Str+d8 
  20 
  £0.75 
  d10 
  AP 2 vs rigid armor (plate); 
  Parry -1 
  Dao 
  Str+d8 
  8 
  £0.50 
  d6 
   
  Falchion 
  Str+d8 
  8 
  £0.50 
  d6 
   
  Kerambit 
  Str+d4 
  1 
  £0.10 
  — 
  See notes 
  Kodachi 
  Str+d6 
  4 
  £0.35 
  — 
  Parry +1 
  Kris 
  Str+d4+1 
  1 
  £0.10 
  — 
  See notes 
  Lathi 
  Str+d6 
  4 
  £0.35 
  — 
  Parry +1 
  Macuahuitl 
  Str+d8 
  8 
  £0.50 
  d6 
  Parry -1 
  Nzappa Zap 
  Str+d6 
  2 
  £0.25 
  d6 
  See notes 
  Phurba 
  Str+d4+1 
  1 
  £0.10 
  — 
  See notes 
  Pudao 
  Str+d10 
  12 
  £4.00 
  d10 
  Parry -1; requires 2 hands 
  Tabar Zin 
  Str+d8 
  10 
  £0.50 
  d8 
   
  Valaška 
  Str+d6 
  2 
  £0.25 
  d6 
  See notes 
  Yawara 
  Str+d4 
  1 
  £0.10 
  — 
   
  SSSSSSSSppppppppeeeeeeeecccccccciiiiiiiiaaaaaaaallllllll        W
  W
  W
  W
  W
  W
  W
  Weeeeeeeeaaaaaaaappppppppoooooooonnnnnnnnssssssss        
  Type 
  Range 
  Dmg. 
  RoF 
  Cost 
  Wt. 
  Shot 
  Notes 
  Cannon (shot) 
  50/100/200 
  3d6+1 
  1 
  Mil 
  — 
  1 
  AP 4, See notes, 
  Heavy Weapon 
      Canister 
  24” path 
  2d6 
  1 
  Mil 
  4 
  1 
  See notes 
  Flamethrower 
  Cone 
  2d10 
  1 
  Mil 
  25 
  20 
  Ignores Armor 
  Grenade 
  5/10/20* 
  3d6 
  — 
  £0.50 
  2 
  1 
  MBT 
  AAAA
  AAAArrrrrrrrm
  mm
  m
  m
  mm
  moooooooorrrrrrrr        aaaaaaaannnnnnnndddddddd        SSSSSSSShhhhhhhhiiiiiiiieeeeeeeellllllllddddddddssssssss        
  Type 
  Armor 
  Cost 
  Weight 
  Notes 
  Personal 
   
   
   
   
  Leather 
  1 
  £1.00 
  15 
  Covers torso, arms, legs 
  Chain hauberk (long coat) 
  2 
  £3.00 
  25 
  Covers torso, arms, legs 
  Plate corselet 
  3 
  £5.00 
  25 
  Covers torso 
  Plate arms (vambrace) 
  3 
  £2.00 
  10 
  Covers arms 
  Plate leggings (greaves) 
  3 
  £3.00 
  15 
  Covers legs 
  Pot Helm (Spanish style) 
  3 
  £0.50 
  4 
  50% chance of protecting vs. 
  head shot 
  Steel Helmet (with visor) 
  3 
  £1.00 
  8 
  Covers head 
  Barding 
   
   
   
   
  Plate barding 
  3 
  £12.00 
  30 
  For horses, covers entire body 
  Shields 
   
   
   
   
  Small Shield (buckler) 
  — 
  £0.50 
  8 
  +1 Parry 
  Medium Shield 
  — 
  £1.00 
  12 
  +2 Parry, +2 Armor vs. ranged 
  shots 
  Large Shield (Kite, Pavise) 
  — 
  £2.00 
  20 
  +2 Parry, +2 Armor vs. ranged 
  shots 
  *Shields protect only against attacks from the front and left (assuming a right-handed hero). 
    
  
   
   
  
   
   
  
   
   
  
   
   
   
  
SOURCE: textdata/thevault/Solomon Kane/Solomon Kane GM Screen Inserts.pdf