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:
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.
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 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 |
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 |