Weapons

Weapons of all varieties can be found in Westeros - some made by local blacksmiths, others from faraway lands.
Weapons may require training. If you do not have the appropriate training, as indicated by the number of bonus dice conferred by the weapon's governing specialty, you will take penalty dice equal to the difference.

Weapons come in 4 levels of quality:

  • Poor Quality: These weapons receive -1D on tests to hit.
  • Common Quality: Common weapons have no test modifiers. Prices shown in the table below assume Common quality.
  • Superior Quality: Also known as "castle-forged" weapons. Gain +1 on tests to hit. Superior weapons cost twice as much as Common weapons.
  • Extraordinary Quality: In addition to the +1 to hit from Superior quality, increase the weapon's base damage by +1. These exceptionally rare weapons may be made of such exotic materials as Valyrian Steel.


Or filter specific columns:

Name Specialty Training Reach Damage Qualities Price
Battleaxe Axes - 1 Athletics Adaptable 50 ss
Crowbill Axes - 1 Athletics-1 Shattering (1) 60 ss
Hand Axe Axes - 1 Athletics-1 Defensive (1), Off-hand (1) 30 ss
Longaxe Axes 1B 3 Athletics+3 Bulk (1), Reach, Two-Handed, Vicious 500 ss
Mattock Axes - 2 Athletics+1 Powerful, Slow, Two-Handed 50 ss
Woodsman's Axe Axes - 2 Athletics+1 Two-Handed 40 ss
Ball and Chain Bludgeon 1B 2 Athletics Powerful, Shattering (1) 40 ss
Cudgel/Club Bludgeon - 1 Athletics-1 Off-hand (1) 20 ss
Flail Bludgeon 2B 3 Athletics+3 Powerful, Shattering (1), Two-Handed 100 ss
Mace Bludgeon - 1 Athletics - 50 ss
Maul Bludgeon - 2 Athletics+1 Bulk (1), Shattering (1), Slow, Staggering, Two-Handed 80 ss
Morningstar Bludgeon - 1 Athletics Shattering (1), Vicious 80 ss
Quarterstaff Bludgeon - 3 Athletics Fast, Two-Handed -
Warhammer Bludgeon - 2 Athletics Bulk (1), Powerful, Shattering (2), Slow, Two-Handed 100 ss
Fist Brawling - 1 Athletics-3 Grab, Off-hand (1) -
Gauntlet Brawling - 1 Athletics-2 Grab, Off-hand (1) -
Improvised Brawling - 1+ Athletics-1 Slow -
Knife Brawling - 1 Athletics-2 Fast, Off-hand (1) 5 ss
Whip Brawling 2B 4 Agility-1 Entangling, Reach 5 ss
Braavosi Blade Fencing 1B 2 Agility Defensive (1), Fast 800 ss*
Left-Hand Dagger Fencing 1B 1 Agility-1 Defensive (2), Off-hand (1) 20 ss
Small Sword Fencing - 1 Agility-1 Fast 300 ss
Arakh Long Blade 1B 2 Athletics Adaptable, Fast 450 ss*
Bastard Sword Long Blade 1B 2 Athletics+1 Adaptable 700 ss
Greatsword Long Blade - 3 Athletics+3 Powerful, Slow, Two-Handed, Unwieldy, Vicious 800 ss
Longsword Long Blade - 2 Athletics+1 - 500 ss
Halberd Polearm 1B 3 Athletics+3 Bulk (1), Powerful, Two-Handed 100 ss
Peasant Tool Polearm - 2 Athletics+2 Fragile, Two-Handed, Unwieldy 10 ss
Pole-Axe Polearm 1B 3 Athletics+3 Bulk (1), Powerful, Reach, Two-Handed, Unwieldy 80 ss
Buckler Shield - 1 Athletics-2 Defensive (1), Off-hand (1) 25 ss
Shield Shield - 1 Athletics-2 Defensive (2) 30 ss
Shield, Large Shield 1B 1 Athletics-2 Bulk (1), Defensive (4) 40 ss
Shield, Tower Shield 2B 1 Athletics-2 Bulk (2), Defensive (6) 60 ss
Dagger Short Blade - 1 Agility-2 Defensive (1), Off-hand (1) 20 ss
Dirk Short Blade - 1 Agility-2 Off-hand (2) 20 ss
Stiletto Short Blade 1B 1 Agility Piercing (2) 30 ss
Boar Spear Spear 1B 4 Athletics+1 Impale, Powerful, Slow, Two-Handed 40 ss
Frog Spear Spear 1B 3 Agility+1 Adaptable 25 ss
Pike Spear - 7 Athletics+2 Impale, Set for Charge, Slow, Two-Handed, Unwieldy 80 ss
Spear Spear - 4 Athletics Fast 50 ss
Tourney Lance Spear 1B 5 Animal Handling+3 Bulk (1), Fragile, Mounted, Powerful, Reach, Slow 40 ss
Trident Spear - 3 Athletics Adaptable, Slow 30 ss
War Lance Spear 1B 4 Animal Handling+4 Bulk (2), Impale, Mounted, Powerful, Slow, Vicious 60 ss
Bow, Double-Curved Bow 1B 100 Agility+1 Long Range, Powerful, Two-Handed 500 ss
Bow, Hunting Bow - 100 Agility Long Range, Two-Handed 100 ss
Longbow Bow 1B 100 Agility+2 Long Range, Piercing (1), Two-Handed, Unwieldy 900 ss
Crossbow, Heavy Crossbow - 100 Agility+2 Long Range, Piercing (2), Reload (Greater), Slow, Two-Handed, Vicious 950 ss
Crossbow, Light Crossbow - 100 Agility+1 Long Range, Reload (Lesser), Slow 150 ss
Crossbow, Medium Crossbow - 100 Agility+1 Long Range, Piercing (1), Reload (Lesser), Slow, Two-Handed 400 ss
Crossbow, Myrish Crossbow 1B 100 Agility+1 Fast, Long Range, Piercing (1), Reload (Lesser), Two-Handed 2,000 ss*
Frog Spear Thrown 1B 10 Agility+1 Close Range 25 ss
Hand Axe Thrown - 10 Athletics Close Range 30 ss
Javelin Thrown - 10 Athletics Close Range 20 ss
Knife Thrown - 10 Agility-1 Close Range, Fast 5 ss
Net Thrown 1B 10 None Close Range, Entangling 20 ss
Sling Thrown - 100 Athletics-1 Long Range -
Spear Thrown - 10 Athletics Close Range 50 ss
Trident Thrown - 10 Athletics Close Range 30 ss

*These are rare weapons, and the price may vary substantially based on availability in your region.


Special Weapon Qualities

Name Effect
Adaptable An Adaptable weapon is designed for use with one or two hands. When you wield this weapon in two hands, increase the weapon’s damage by +1.
Bulk (X) Weapon bulk applies toward your total Bulk for the purposes of reducing your Movement.
Close Range A Close Range weapon has an effective range of 10 yards, meaning you can attack opponents within 10 yards at no penalty. You can still attack opponents beyond this range, but you take –1D for every 10 yards beyond this range. Thus, attacking an opponent that’s 11 yards away imposes –1D on your Marksmanship test.
Defensive (X) If you are armed with a Defensive weapon and do not attack with it, you add the weapon’s Defensive rating to your Combat Defense. Many Defensive weapons also have the Off-hand quality, which allows you to wield them and a primary weapon at the same time. If you choose to add your Off-hand bonus to your damage, you lose the Defensive Bonus until the start of your next turn.
Entangling An Entangling weapon contains your opponent. A foe struck by an Entangling weapon reduces its Movement to 1 yard and takes a −5 penalty to all tests. The target can free itself by spending a Greater Action and succeeding on a Challenging (9) Athletics test (bonus dice from Strength apply) or Agility test (bonus dice from Contortionist apply). You cannot make further attacks with an Entangling weapon so long as the target is contained by its effects.
Fast When you make a divided attack using a Fast weapon, you gain +1B on each test. Bonus Dice gained from the Fast quality can exceed the normal limits
Fragile Whenever you get two or more degrees of success with a Fragile weapon, it automatically breaks.
Grab Grab weapons let you seize and hold onto an opponent, preventing them from moving away from you. Whenever you successfully hit an opponent with a Grab weapon and also equal or beat that opponent’s passive Athletics result (Strength applies), you may, if you choose, grab that opponent. A grabbed opponent can only make attacks using Brawling weapons or short blades. Finally, grabbed opponents take a –5 penalty on their Combat Defense (minimum 1).
Impale Impale weapons punch through their victim. Whenever you get three or more degrees with an Impale weapon, you drive the weapon through your opponent. You must immediately succeed on a Challenging (9) Athletics test. A failed test indicates you are disarmed, as the weapon remains in your opponent. If you succeed, your opponent cannot move, but you cannot attack with the weapon, either. To yank the weapon free, you must succeed on an Athletics test as a Lesser Action, against a Difficulty of 3 + the opponent’s Armor Rating. A success frees the weapon, and every additional degree deals the weapon damage again. (p. 158)
Long Range Provided you have a clear shot, you can fire a Long Range weapon at targets up to 100 yards away. For every 100 yards of distance between you and your target, you take –1D on your Marksmanship test.
Mounted Mounted weapons are too large and bulky to be used on foot and, thus, are intended for use while mounted on a horse or some other steed. Using these weapons on foot imposes –2D on your Fighting tests.
Off-Hand (X) An Off-hand weapon can be wielded in your off-hand, allowing you to add your Off-hand modifier to your primary weapon damage on a successful Fighting test. To gain this benefit, you must spend a Greater Action to make a Two-weapon attack (see page 163).
Piercing (X) Damage ignores an amount of Armor Rating equal to the listed value.
Powerful For every bonus die invested in Strength, you can increase a Powerful weapon’s damage by +1.
Reach When armed with a Reach weapon, you can attack opponents that are not adjacent to you. However, attacking any foe inside the reach imposes –1D on your Fighting test.
Reload (X) A Marksmanship weapon with the Reload quality requires an action to reload the weapon after it has been fired. The weapon’s quality specifies what sort of action is required to reload the weapon, either Lesser or Greater.
Set for Charge A Set for Charge weapon is too unwieldy for use in normal combat and functions only when used with the Setting for a Charge variant of the Counterattack action. See page 173 for details.
Shattering Whenever you get two or more degrees on a Fighting test made with a Shattering weapon, you reduce the opponent’s Defensive Bonus or Armor Bonus by the amount indicated by the quality. The Shattering weapon affects weapons with a Defensive Bonus first. Reducing a weapon’s Defensive Bonus or an armor’s Armor Bonus to 0 destroys it.
Slow A Slow weapon is cumbersome and difficult to wield with speed and grace. You may not make Divided Attacks using these weapons.
Staggering Whenever you attain two or more degrees with a successful Fighting test using a Staggering weapon, you may sacrifice one degree to prevent your foe from taking a Greater Action on his next turn.
Two-Handed Large weapons need both hands to be wielded properly in combat. If you use only one hand, you take –2D on your Fighting test.
Unwieldy When using an Unwieldy weapon while mounted on a steed, you take a −2D penalty on any test related to the weapon.
Vicious If you defeat a foe when wielding a Vicious weapon, the consequences of defeat are always death. A victim may burn a Destiny Point, as normal, to avoid this fate.

Armor

Armor provides protection, at the cost of mobility.

Armor Rating reduces incoming damage by the listed amount.
Armor Penalty is reduction in Combat Defense, as you are not able to move as easily as someone unarmored.
Bulk affects movement; for every two points of Bulk, your move distance is reduced by 1 yard (to a minimum of 1). In addition to reducing your base movement, it also reduces your Sprint distance by an additional 1 yard per point of bulk.

Name Armor Rating Armor Penalty Bulk Price
Clothing 0 0 0 -
Robes, Vestments 1 0 1 3 ss
Padded 1 0 0 200 ss
Leather, Soft 2 -1 0 300 ss
Leather, Hard 3 -2 0 400 ss
Bone or Wood 4 -3 1 300 ss
Ring 4 -2 1 600 ss
Hide 5 -3 3 400 ss
Mail 5 -3 2 500 ss
Breastplate 5 -2 3 800 ss
Scale/Coin 6 -3 2 600 ss
Splint 7 -3 3 1,000 ss
Brigandine 8 -4 3 1,200 ss
Half Plate 9 -5 3 2,000 ss
Full Plate 10 -6 3 3,000 ss