diff --git a/combat.tex b/combat.tex index 8d6c1fe13cd6c8cba80ca6d83929fe88fd829feb..763ceb6b2a0af835d052194cc0d997c52700c9ea 100644 --- a/combat.tex +++ b/combat.tex @@ -1,4 +1,5 @@ \chapter{Combat}\index{Combat} +\label{combat} \newcommand{\initiativechart}{ @@ -197,82 +198,83 @@ See Chapter \ref{knacks} for a full list of Knacks. \end{multicols} \newcommand{\weaponschart}{ - \begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrp{.30\textwidth}}] - \textbf{Light Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & \textbf{Knacks} \\\hline + \begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}] + \textbf{Light Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline - Cudgel & +2 & \ 0 & \ 0 & -3 & Stunning Strike (page \pageref{stunningstrike}) \\ + Cudgel & +2 & \ 0 & \ 0 & -3 & & Stunning Strike (page \pageref{stunningstrike}) \\ - Dagger & +1 & \ 0 & +1 & -4 & \\ + Dagger & +1 & \ 0 & +1 & -4 & 60cp & \\ - Firepoker & +1 & +1 & \ 0 & -2 & Finishing Blow (page \pageref{finishingblow}) \\ + Firepoker & +1 & +1 & \ 0 & -2 & & Finishing Blow (page \pageref{finishingblow}) \\ - Javelin & +1 & +2 & \ 0 & -2 & \\ + Javelin & +1 & +2 & \ 0 & -2 & 50cp & \\ - Knife & +1 & 0 & \ 0 & -4 & Precise Strike (page \pageref{precisestrike}) \\ + Knife & +1 & 0 & \ 0 & -4 & 40cp & Precise Strike (page \pageref{precisestrike}) \\ - Log & +1 & -1 & \ 0 & -2 & \\ + Log & +1 & -1 & \ 0 & -2 & & \\ - Rapier & +1 & +2 & +1 & -2 & \\ + Rapier & +1 & +2 & +1 & -2 & 15sp & \\ Rock & +1 & \ 0 & \ 0 & -5 & \\ \end{tcolorbox} - \begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}p{.07\textwidth}p{.07\textwidth}p{.07\textwidth}p{.30\textwidth}}] + \begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}] - \textbf{Medium Weapons} & & & & & \\\hline + \textbf{Medium Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline - Boulder & +3 & -1 & \ 0 & 5/7 & Finishing Blow (page \pageref{finishingblow}) \\ + Boulder & +3 & -1 & \ 0 & 5/7 & & Finishing Blow (page \pageref{finishingblow}) \\ Chair & +1 & +1 & +1 & 1/ 3 & \\ Club & +2 & +1 & +1 & 2/4 & \\ - Great Axe & +3 & +1 & +1 & 3/5 & \\ + Great Axe & +3 & +1 & +1 & 3/5 & 8 sp & \\ - Great Sword & +2 & +1 & +2 & 3/5 & \\ + Great Sword & +2 & +1 & +2 & 3/5 & 8 sp & \\ - Large Rock & +2 & \ 0 & \ 0 & 4/6 & \\ + Large Rock & +2 & \ 0 & \ 0 & 4/6 & & \\ - Longsword & +1 & +1 & +3 & 1/3 & \\ + Longsword & +1 & +1 & +3 & 1/3 & 9 sp & \\ - Shortsword & +1 & +1 & +2 & -1/1 & Furious Blows (page \pageref{furiousblows}) \\ + Shortsword & +1 & +1 & +2 & -1/1 & 6 sp & Furious Blows (page \pageref{furiousblows}) \\ - Spear & +1 & +1 & +2 & 0/2 & First Strike (page \pageref{firststrike}) \\ + Spear & +1 & +1 & +2 & 0/2 & 3 sp & First Strike (page \pageref{firststrike}) \\ - Quarterstaff & \ 0 & +1 & +2 & 0/2 & First Strike (page \pageref{firststrike}) \\ + Quarterstaff & \ 0 & +1 & +2 & 0/2 & 2 sp & First Strike (page \pageref{firststrike}) \\ - Whip & \ 0 & +2 & \ 0 & -1/ 1 & \\ + Whip & \ 0 & +2 & \ 0 & -1/ 1 & & \\ - Wood Axe & +2 & \ 0 & +1 & -1/1 & \\\hline + Wood Axe & +2 & \ 0 & +1 & -1/1 & 1 sp & \\\hline \end{tcolorbox} - \begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}p{.07\textwidth}p{.07\textwidth}p{.07\textwidth}p{.30\textwidth}}] + \begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}] - \textbf{Heavy Weapons} & & & & & \\\hline + \textbf{Heavy Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline Great Club & +4 & +1 & +1 & 5 & \\ - Giant Sword & +3 & +1 & +2 & 5 & \\ + Giant Sword & +3 & +1 & +2 & 5 & 15 sp & \\ - Poleax & +3 & +1 & +1 & 5 & First Strike (page \pageref{firststrike}) \\\hline + Poleax & +3 & +1 & +1 & 5 & 6 sp & First Strike (page \pageref{firststrike}) \\\hline \end{tcolorbox} - \begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}p{.07\textwidth}p{.07\textwidth}p{.07\textwidth}p{.30\textwidth}}] + \begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}] - \textbf{Shields} & & & & & \\\hline + \textbf{Shields} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline - Bucklar Shield & +0 & \ 0 & +1 & -2 & Solid Defence (page \pageref{soliddefence})\\ + Bucklar Shield & +0 & \ 0 & +1 & -2 & 4 sp & Solid Defence (page \pageref{soliddefence})\\ - Kite Shield & +1 & \ 0 & +3 & 2/4 & Solid Defence, Dodge (page \pageref{soliddefence}) \\ + Kite Shield & +1 & \ 0 & +3 & 2/4 & 8 sp & Solid Defence, Dodge (page \pageref{soliddefence}) \\ - Round Shield & +1 & \ 0 & +2 & 0/2 & Solid Defence, Dodge (page \pageref{soliddefence}) \\ + Round Shield & +1 & \ 0 & +2 & 0/2 & 5 sp & Solid Defence, Dodge (page \pageref{soliddefence}) \\ \end{tcolorbox}} \weaponschart +\label{weaponschart} \begin{multicols}{2} @@ -312,33 +314,29 @@ For example, if someone were to carry a long sword and a shield, they would rece \newcommand{\armourchart}{ - \begin{tcolorbox}[arc=1mm,tabularx={lcc}] + \begin{tcolorbox}[arc=1mm,tabularx={XXXX}] - Armour & \gls{dr} & Weight \\\hline + \textbf{Armour} & \gls{dr} & \textbf{Weight} & \textbf{Price} \\\hline - Elvish & 2 & -2 \\ + Elvish & 2 & -2 & 20 sp \\ - Padded & 2 & 1 \\ + Padded & 2 & 1 & 2 sp \\ - Leather & 3 & 0 \\ + Leather & 3 & 0 & 10 sp \\ - Chain & 4 & 1 \\ + Chain & 4 & 1 & 10 sp \\ - Plate & 5 & 2 \\ + Plate & 5 & 2 & 10 gp \\ \end{tcolorbox} } \section{Armour}\index{Armour} -\begin{wraptable}{r}{.24\textwidth} +\begin{multicols}{2} \armourchart -\end{wraptable} - -\begin{multicols}{2} - \noindent Armour defends characters by lowering incoming Damage. In game terms, armours have a \gls{dr} rating which subtracts from Damage. @@ -348,6 +346,9 @@ Complete armour covers the full character -- almost. Complete armour, whether leather or plate, will come with a helmet, a neck-guard, gauntlets, shin guards, foot coverings and will overlap to protect the joints. Perfect armour is a rating used for certain creatures which have natural armour without weak spots (such as stone giants). +\paragraph{Complete} armour adds +1 to the \gls{weightrating} and multiplies the price by 3. +Complete leather armour would have a \gls{weightrating} of 1, rather than 0, and would cost 30 sp rather than 10. + \subsection{Vitals Shots}\label{vitals}\index{Combat!Vitals Shots} When attacking an opponent in armour, it is possible to make a shot so precise as to get a gap in a helmet, strike an opponent in the eye or slide a blade between overlapping plates. To get a Vitals Shot, one simply needs to roll high enough over the creature's regular \gls{tn} and all armour (meaning \gls{dr}) can be ignored. @@ -811,6 +812,23 @@ Shields, uniquely, can add their Evasion Bonus to the character's Evasion Factor \begin{multicols}{2} +\begin{figure*}[t] +\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XXXr}] + + \textbf{Projectile} & \textbf{Initiative} & \textbf{Damage} & \textbf{Weight} & \textbf{Cost} \\\hline + + Crossbow & 3 & $1D6+3$ & 1/3 & {20 sp} \\ + + Longbow & 0 & varies & -4/-2 & {10 sp} \\ + + Shortbow & +2 & $1D6-1$ & -5/-3 & {5 sp} \\ + + Throwing knives & +1 & $1D6-1$ & -5/-3 & {100 cp} \\ + +\end{tcolorbox} +\end{figure*} + + \noindent Projectiles have their own Skill which is bought just like the Combat Skill. Archers roll to hit with Dexterity + Projectiles, then roll for Damage, just as with Combat. The \gls{tn} is always 6 plus one for every five full squares away the target is. diff --git a/rules.tex b/rules.tex index 1e954be26f3d3d7e10d74b83421f8ea3789dcc67..53ee14645d5a4ba0ddd01693e8b2f9d4d1cfd87a 100644 --- a/rules.tex +++ b/rules.tex @@ -429,6 +429,8 @@ An open ended list of equipment is provided to give a basic idea of costs. The b An average villager will make little spare money -- perhaps 10 \gls{sp} in a year if they bother to save. Sellswords can expect to make upwards to 10 gold per year if they are hired by a villagemaster. The average free trader -- a blacksmith or cloth dyer -- can expect to make 5 \gls{sp} in a month. +Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \pageref{weaponschart}. + \begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}] \textbf{Animal} & & \textbf{Cost} \\\hline @@ -443,30 +445,6 @@ An average villager will make little spare money -- perhaps 10 \gls{sp} in a yea \end{tcolorbox} -\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}] -\index{Armour!Cost} - \textbf{Armour} & \textbf{Weight} & \textbf{Cost} \\\hline - - Elvish, partial & 1 & 5 sp \\ - - Elvish, complete & 1 & 10 sp \\ - - Padded, partial & 1 & 2 sp \\ - - Leather, partial & 0 & 3 sp \\ - - Leather, full & 1 & 5 sp \\ - - Chain, partial & 1 & 10 sp \\ - - Chain, full & 2 & 15 sp \\ - - Plate, partial & 2 & 10 gp \\ - - Plate, complete & 3 & 30 gp \\\hline - -\end{tcolorbox} - \begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}] \textbf{Buildings} & & \textbf{Cost} \\\hline @@ -535,32 +513,6 @@ An average villager will make little spare money -- perhaps 10 \gls{sp} in a yea \end{tcolorbox} -\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}] - - \textbf{Weapons} & \textbf{Weight} & \textbf{Cost} \\\hline - - Small weapons & -1 & 50 cp \\ - - Medium weapon & -2 & {5 sp} \\ - - Shield & varies & {2 sp} \\ - -\end{tcolorbox} - -\begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}] - - \textbf{Projectiles} & \textbf{Weight} & \textbf{Cost} \\\hline - - Crossbow & 1/3 & {20 sp} \\ - - Longbow & -4/-2 & {10 sp} \\ - - Shortbow & -5/-3 & {5 sp} \\ - - Throwing knives & -5/-3 & {100 cp} \\ - -\end{tcolorbox} - \subsection{Working Beasts} Animal stats vary, but you can use the below as a go-to standard for working animals.