RPG Rules Systems/RuneQuest/SRD/Equipment

RPG Rules Systems

Contents

This section is designated as Open Content.

Currency

5 lead bits = 1 copper penny

10 copper pennies = 1 silver piece

20 silver pieces = 1 gold ducat

Close Combat Weapons

Each close combat weapon is characterised by the following qualities:

Skill: The skill used to wield the weapon.

Damage Dice: The damage the weapon deals on a successful attack.

STR/DEX: The minimum STR and DEX scores needed to easily wield this weapon. For every point a Characteristic is below these minimums, a -5% penalty is applied to a character’s skill when attacking and parrying with this weapon.

ENC: The weight and bulk of the weapon.

AP/HP: The armour points and hit points possessed by the weapon. When hit points reach 0, the weapon is broken and useless.

Cost: The cost in silver pieces to purchase this weapon.

Close Combat Weapons
WeaponSkillDamage DiceSTR/DEXENCAP/HPCost
Ball & chain 1H Flail1D6+19/1124/8250 SP
Bastard sword 1H Sword1D813/924/12250 SP
2H Sword1D8+19/9
Battleaxe 1H Axe1D6+111/913/8100 SP
2H Axe1D6+29/9
Bill Polearm 21D6+17/922/850 SP
Buckler Shield1D4—/515/850 SP
Club 1H Hammer1D67/12/45 SP
Dagger Dagger 41D4+1—/—4/630 SP
Glaive Polearm 21D8+17/932/10100 SP
Great axe 2H Axe2D6+213/923/10125 SP
Great hammer 2H Hammer1D10+311/933/10250 SP
Great sword 2H Sword2D813/1144/12300 SP
Halberd 2H Axe1D8+213/743/10250 SP
Polearm 21D8+19/9
Spear 1, 21D87/7
Hatchet 1H Axe 41D6—/913/625 SP
Heavy mace 1H Hammer1D811/733/10200 SP
2H Hammer1D8+19/7
Improvised Unarmed1D6-1—/——/—
Kite shield Shield 31D613/—310/18300 SP
Knife Dagger1D3—/—4/410 SP
Lance Spear 1, 21D10+29/932/10150 SP
Light mace 1H Hammer1D67/713/6100 SP
Longspear Spear 1, 21D105/522/1030 SP
Military flail 2H Flail1D10+213/1133/10250 SP
Military pick 1H Hammer1D6+111/533/10180 SP
Natural weaponry As noted—/—
Quarterstaff Staff1D87/723/820 SP
Rapier Rapier 11D87/1313/8100 SP
Scimitar 1H Sword1D6+17/1124/10200 SP
Shortspear Spear 1, 2, 41D85/522/520 SP
Shortsword 1H Sword 11D65/713/8100 SP
Target shield Shield 31D69/—28/12150 SP
Unarmed Unarmed1D3—/——/—
War maul 2H Hammer2D613/733/12150 SP
War hammer 1H Hammer1D8+111/923/8150 SP
War sword 1H Sword1D89/724/10175 SP

1 This weapon will impale an opponent upon a critical hit.

2 This weapon may be set against a charge.

3 This weapon may parry ranged weapons.

4 This weapon suffers no penalty when thrown.

Throwing Close Combat Weapons

If thrown, a close combat weapon has a range of 8m and suffers a penalty to the attack equal to its ENC x 10. Either the usual Weapon skill or the Throwing skill may be used.

Setting Weapons against Charges

Setting a weapon against a charge occurs at the same time the character decides to delay in combat. In this case, the circumstance the character is waiting for is for someone in front of him to charge his position.

As long as the charge occurs, the character gains a +20% bonus to the opposed skill test to determine who strikes first.

Ball & Chain: This weapon imposes a -10% penalty on an opponent’s parry roll. However, the wielder also suffers a -10% penalty to parry with this weapon.

Bastard Sword: May be used with either one hand or two.

Battleaxe: The battleaxe may be used with one or two hands.

Bill: A mounted defender does not get the standard +20% parry bonus against a bill.

Buckler: Shields suffer a -10% penalty when used to attack.

Great Axe: The wielder suffers a -10% penalty to parry with this weapon.

Great Hammer: The wielder suffers a -10% penalty to parry with this weapon. Great hammers may be used on inanimate objects without being destroyed.

Halberd: The halberd can be used with either the Spear skill or with the Polearm skill or with the 2H Axe skill.


Improvised: Improvised weapons usually use the Unarmed skill, though in certain cases the 1H Hammer or Staff skills are more appropriate. All attempts to attack or parry with an improvised weapon suffer a -10% to -30% penalty (at the Games Master’s discretion).

Kite Shield: Kite shields can parry ranged weapons. Shields suffer a -10% penalty when used to attack.

Lance: When used by a charging, mounted character, the wielder may add his mount’s Damage Modifier as well as his own to the damage.

Military Flail: Notoriously difficult to parry, this weapon imposes a -10% penalty on an opponent’s parry roll. However, the wielder also suffers a -10% penalty to parry with this weapon.

Military Pick: Military picks may be used on inanimate objects without being destroyed.

Quarterstaff: The wielder gains a +10% bonus to parry with this weapon.

Target Shield: Shields suffer a -10% penalty when used to attack.

War Maul: War mauls may be used on inanimate objects without being destroyed.

Ranged Weapons

Each ranged weapon is characterised by the following qualities:

Skill: The skill used to fire or throw the weapon. sed.

Damage Dice: The damage the weapon deals on a successful attack.

Range: This is the effective range of the weapon. The maximum range a weapon can be fired or thrown is twice this score.

Load: This shows how many Combat Actions are required to load or reload the weapon.


STR/DEX: The minimum STR and DEX scores needed to easily wield this weapon. For every point a Characteristic is below these minimums, a -5% penalty is applied to a character’s skill when attacking with this weapon.

ENC: The weight and bulk of the weapon.

AP/HP: The armour points and hit points possessed by the weapon. When hit points reach 0, the weapon is broken and useless.

Cost: The cost in silver pieces to purchase this weapon.

Ranged Weapons
WeaponSkillDamageRangeLoadSTR/DEXENCAP/HPCost
Atlatl 1 Spear or Throwing+2+10m25/1112/420 SP
Blowgun Blowgun1D215m1—/91/430 SP
Dagger 2 Dagger or Throwing1D610m—/94/630 SP
Dart 1 Throwing1D420m—/91/110 SP
Hatchet 2 1H Axe or Throwing1D810m7/1113/625 SP
Heavy crossbow 1 Crossbow2D8150m37/922/8350 SP
Javelin 1 Spear or Throwing1D640m5/911/820 SP
Light crossbow 1 Crossbow2D6100m25/912/5150 SP
Long bow 1 Bow2D8175m113/1112/7200 SP
Nomad bow 1 Bow1D10120m111/1112/5150 SP
Rock/improvised Throwing1D410m5/913/5
Short bow 1 Bow1D860m19/1112/475 SP
Shortspear 1, 2 Spear or Throwing1D825m5/922/520 SP
Sling Sling1D650m1—/111/25 SP
Staff sling Sling1D860m2—/1122/620 SP
Throwing star Throwing1D415m—/134/115 SP

1 This weapon will impale an opponent upon a critical hit.

2 This weapon suffers no penalty when used in close combat.

Ranged Weapon Ammunition
AmmunitionAP/HPENCCost
Arrows (10) 1/11 SP
Blowgun darts (10) 1/12 SP
Crossbow bolts (10) 1/12 SP
Sling bullets (10) 1/15 CP

Using Ranged Weapons in Close Combat

If used in close combat, a ranged weapon is treated as an improvised weapon. Usually, the 1H Hammer skill or the Throwing skill may be used.

Atatl: Only javelins may get the benefit from an atlatl.

Blowgun: A character’s Damage Modifier is never applied when using a blowgun.

Heavy Crossbow: A character’s Damage Modifier is never applied when using a heavy crossbow.

Light Crossbow: A character’s Damage Modifier is never applied when using a light crossbow.

Long Bow: A long bow cannot be used from horseback.

Armour

Each piece of armour is characterised by the following qualities:

AP: How many armour points are given to each location covered by this armour. If a character is wearing multiple pieces of armour on a location, only the highest armour point score is used.

ENC: The weight and bulk of the armour.

Locations: Which hit locations this type of armour covers.

Skill Penalty: Add together the AP of all the armour the character is wearing - this is the character’s Skill Penalty. If a character is wearing multiple pieces of armour on a location, only add the highest armour point score.

The Skill Penalty applies to tests with most skills that use the DEX Characteristic to calculate their base scores, plus some other skills. Skills included in this list are: Acrobatics, Athletics, Craft, Dance, Dodge, Martial Arts, Mechanisms, Riding, Runecasting, Stealth, Throwing and all Weapon skills.

Cost: The cost in silver pieces to purchase this armour.

Armour
ArmourAPENCLocationsCostTotal Skill Penalty
Chainmail coif 51Head500 SP-5%
Chainmail shirt 54Abdomen, Arms, Chest1,250 SP-20%
Chainmail skirt 52Legs800 SP-10%
Chainmail trews 53Legs1,000 SP-10%
Full helm 61Head1,000 SP-6%
Heavy leather hauberk 21Abdomen, Chest350 SP-4%
Heavy leather cap 21Head75 SP-2%
Helmet 51Head300 SP-4%
Leather hauberk 21Abdomen, Chest150 SP-4%
Leather shirt 11Abdomen, Arms, Chest150 SP-4%
Leather trews 11Legs100 SP-2%
Plate (breast and back) 64Abdomen, Chest4,500 SP-12%
Plate leggings 64Legs3,000 SP-12%
Plate (suit) 612All9,000 SP-42%
Plate vambraces 63Arms2,000 SP-12%
Ringmail shirt 32Abdomen, Arms, Chest750 SP-12%
Ringmail skirt 32Legs600 SP-6%
Scalemail shirt 43Abdomen, Arms, Chest900 SP-16%
Scalemail skirt 43Legs800 SP-8%

Effects of SIZ on Armour

Armour made for a character of SIZ 1 to 5 will have its cost and ENC halved from that shown on the Armour table. Characters of SIZ 21 or higher will double the cost and ENC for armour made for them.

Plate Armour: Characters may try using plate armour not designed for them but the ENC and skill penalty will be doubled.

General Items

General Items
ItemENCCost
Backpack 15 SP
Bedroll 11 SP
Block & tackle 115 SP
Bottle, glass 2 SP
Candle, 1 hour 1 CP
Chain, 2 metres 240 SP
Climbing kit 125 SP
Codex 160 SP
Craft tools 275 SP
Crowbar 125 SP
First aid kit 25 SP
Fish hook 2 LB
Fishing kit 115 SP
Flint & tinder 5 CP
Grappling hook 5 SP
Hammer 1 SP
Healer’s kit 1150 SP
Ladder, 3m 42 SP
Lantern 110 SP
Lock picks 75 SP
Mining pick 135 SP
Musical instrument 270 SP
Oil, flask 11 SP
Papyrus, sheet 5 CP
Pole, 3m 11 SP
Quiver 2 SP
Rope, 10m 210 SP
Sack, large 15 CP
Sack, small 2 CP
Scythe 230 SP
Slingbag 15 CP
Spade 125 SP
Torch / flaming brand 4 CP
Waterskin 15 CP
Writing kit 145 SP

Backpack: It can hold 20 ENC of equipment.

Block & Tackle: Adds +10% to Mechanisms tests to make or disarm large traps and makes Engineering tests possible in some circumstances. It requires at least 10m of rope to function.

Candle, 1 Hour: A candle illuminates a one metre radius. Any wind stronger than a slight breeze will extinguish a candle.

Climbing Kit: A climbing kit provides a bonus of 20% to any Athletics skill tests made to climb.

Crowbar: Adds +10% to brute force Athletics tests. If used as a weapon, it is considered a club (wielded with a -10% penalty).

First Aid Kit: A first aid kit is good for five uses (whether the skill test succeeds or fails).

Fish Hook: This item allows a character to use his Survival skill to catch a fish without suffering a penalty on the test.

Fishing Kit: The fishing kit grants a character a +20% bonus to his Survival test to catch fish.

Flint & Tinder: A character with flint and tinder can build a fire in one minute under normal conditions without having to roll his Survival skill.

Grappling Hook: It will support the weight of 50 ENC or 50 SIZ, or any combination thereof.

Hammer: If used as a weapon, it is treated as a club (wielded with a -10% penalty). Hammers may be used on inanimate objects without being destroyed.

Lantern: A lantern provides clear illumination out to a three metre radius. It will burn for two hours on a flask of oil.

Mining Pick: If used as a weapon, it is considered a club (wielded with a -10% penalty). Mining picks may be used on inanimate objects without being destroyed.

Oil, Flask: A flask of oil is enough to fuel a lantern for two hours, or, if broken on the ground and ignited, enough to sustain a small fire for one minute.

Quiver: Quivers can hold up to 30 arrows or crossbow bolts.

Rope, 10 Metres: A standard rope can support the weight of 50 ENC or 50 SIZ, or any combination thereof.

Sack, Large: Able to hold 10 ENC of equipment.

Sack, Small: A small sack can hold 5 ENC of equipment.

Scythe: If used as a weapon, it is considered a bill (wielded with a -10% penalty).

Slingbag: It can carry 15 ENC of equipment.

Spade: If used as a weapon, it is considered a club (wielded with a -10% penalty).

Torch, 1 Hour: It will burn for one hour. A torch illuminates a three metre radius. If used as a weapon, it is considered a club (wielded with a -10% penalty), except that it does not inflict normal damage - instead, it inflicts 1D4 fire damage and a fumble or critical hit will also extinguish the brand.

Waterskin: A waterskin can hold enough water to sustain an adventurer for two days.

Animals, Transportation & Slaves

Animals, Transportation & Slaves
AnimalCost
Bison 200 SP
Bull 250 SP
Cart 75 SP
Cat 2 SP
Chariot 600 SP
Cow 150 SP
Dog, domestic 2 SP
Dog, hunting 25 SP
Fowl 1 SP
Goat 50 SP
Hawk 400 SP
Horse, draft 400 SP
Horse, riding 350 SP
Horse, combat trained 500 SP
Mule 125 SP
Ox 200 SP
Pig 50 SP
Rhino 3,000 SP
Saddle & bridle 75 SP
Sheep 30 SP
Slave, adult 1,000 SP
Slave, child 200 SP
Slave, educated 5,000 SP
Slave, skilled 2,500 SP
Slave, youth 400 SP
Travel (by coach) 15 SP per kilometre
Travel (by post-horse) 20 SP per kilometre
Travel (by ship) 10 SP per kilometre
Travel (by wagon) 5 SP per kilometre
Wagon 300 SP
Zebra 300 SP

Food & Lodging

Food & Lodging
ItemCost
Lodging, poor 2 CP
Lodging, average 1 SP
Lodging, superior 5 SP
Food & drink, poor, 1 day 1 CP
Food & drink, average, 1 day 5 CP
Food & drink, superior, 1 day 2 SP
Trail rations, 1 day 5 CP

Magic Items

Crystals

Crystal of the Dead: These crystals can be used to store a set number of Magic Points (to determine how many MPs a particular Crystal of the Dead can hold, roll 2D6+3). To store Magic Points within the crystal, a character simply needs to touch it for one Combat Round and expend the desired Magic Points. A Crystal of the Dead may not be filled beyond its original capacity. Stored Magic Points can be drawn upon by anyone touching the crystal to cast or overcharge spells, or to help with magical defence against spells.

Power Enhancer: Each of these crystals has a set POW score (to determine the POW score of a particular Power Enhancer, roll 1D3). A held Power Enhancer increases the Magnitude of spells with the Progressive trait by their POW score. For instance, a Strength 1 spell cast through a Power Enhancer with POW 2 would become a Strength 3 spell. Power Enhancers cannot offer partial boosts (a Power Enhancer with POW 3 always boost Magnitude by three, never one or two).

Spell Enhancer: Each of these crystals has a set POW score (to determine the POW score of a particular Spell Enhancer, roll 1D4). Every spell cast through such a crystal is considered to be overcharged by a number of Magic Points equal to its POW score. Spell Enhancers cannot offer partial boosts (a Spell Enhancer with POW 2 always overcharges spells by two, never one).

Crystals
ItemCost
Crystal of the Dead 100 GD x MP maximum
Power Enhancer 200 GD per POW point
Spell Enhancer 150 GD per POW point

Potions

Antidote: It will attempt to negate the most powerful ailment first (the one with the highest Potency). The sufferer immediately makes an opposed Resilience test (with a +40% bonus) against the ailment’s Potency. In the case of diseases, a failed test will not cause the disease to apply its effects once more. The antidote will continue to cure ailments until the character fails one of the opposed tests (though ailments already cured remain cured).

Healing: These act as a Heal spell of Magnitude 1 to 6.

Magic Replenishment: Each potion will restore 1D6 Magic Points.

Potions
ItemCost
Antidote 15 GD
Healing 10 GD per Magnitude
Magic Replenishment 10 GD