Ruina Imperii (aka: Agicles of Decarkness)
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Exceptional materials for weapons add Armor Piercing. Exceptional materials for armor add nonballistic Rating.
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Iron is AP1/+1 Rating. Availability goes up * for weapons, ** for armor. Other material weapons/armor are mostly not available.
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Melee Weapons
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* = two-hand assumed, +1 strength if one-handing
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Name/TypeDamageInitiativeStrengthSizeAvailabilitySpecial
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Pugio (short dagger)0011*
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Khanjar (long knife)1-121**
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Gladius (short stabbing sword)2-122**
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Kopis (short, one-sided chopping sword)
2-222**9-again on targeted attacks
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Spatha (long straight sword)3-223***
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Club1-223-Also: walking stick, etc
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Zaghnal (pointed-tip hammer)2-433***AP 2
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Skeggox (one-handed axe)3 (9A)-433***9-again on all attacks
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Labrys (enormous axe)4 (9A)-64*4****9-again on all attacks
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Hasta (one-handed spear)2-424***
1 defense bonus in melee without a shield, or 1 less shield penalty to attack if used with a shield
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Sarissa (long spear)3-63*5****
2 defense bonus in melee without a shield, or 2 less shield penalty to attack if used with a shield
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Ranged Weapons
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Name/TypeDamageInitiativeStrengthSizeAvailabilityRangeCapacityReload/Ready TurnsSpecial
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Throwing knife, dart, etc0-111*Aero. thrown*Dexterity1
Halve capacity if both hands aren't free
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Plumbata (military dart)1-211*Aero. thrown*Dexterity/21
Halve capacity if both hands aren't free
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Pilum (javelin)2-322**Aero. thrown*11
Can use in melee at -1
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Shortbow2*-223**3*(str+athletics+3)11
Strength penalty takes away from damage as well as attack pool
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Composite bow3*-334***4*(str+athletics+4)11
Strength penalty takes away from damage as well as attack pool
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Gastraphetes (belly-reloaded crossbow)
3-524***50/100/20014*
For every point of strength beyond 2, decrease reload time by 1 turn.
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Net--222**(Str + Dex + Athletics - 2)11
Does not deal damage, but every success applies a -1 penalty to defense, speed, and movement pools, and every two successes applies a -1 penalty to attack pools.
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Bolas--432***(Str + Dex + Athletics - 2)11
Does not deal damage, must specify a target. Success applies arm wrack for an arm hit, leg wrack for a leg hit, stun for a head hit. Lasts rounds = successes for arm/leg, 1 round for head. Exceptional success doubles duration.
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* (Str + Dex + Athletics - Size)*(2/4/8)
Capacity for darts/knives represents number that can be drawn at once with two free hands.
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Arrows/Bolts
Above values use standard arrows.
*
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Broadhead (12)
Add 1 damage/2AP vs. no or soft ballistic armor. Subtract 2 damage vs. rigid armor.
**
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Bodkin (12)Add 4 AP. ***
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ArmorRatingStrengthDefenseSpeedAvailabilityCoverage
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Leather armor2/02-10*Torso, arms
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Silk clothing1/1100****Torso, legs
Full-body toga/dress, hence legs
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Lorica Hamata3/13-2-1**Torso, arms
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Lorica Segmentata3/23-2-2***Torso, arms
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Greaves1/020-2***Legs
Used with the above 2 sporadically
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Helmet2/11-10***Head
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ShieldsSizeStrengthInitiativeSpeedAvailability
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Parma22-20**
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Scutum33-4-2****Legs can't be targeted
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Shield size is added to defense and counts as concealment from ranged attacks; half size (round up) applies as attack penalty
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Ambidextrous merit reduces attack penalty by 1.
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Defense bonus does not apply if strength is insufficient.
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Equipment Conditions:
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Poorly maintained: weapons lose 10-again, armor loses 1 rating, shields lose 1 from defense/concealment.
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Fragile: weapons lose 1 damage rating every time you get 5+ successes, armor loses 1 damage rating if you get hit with 5+ successes, shield loses 1 defense/concelment if you get hit with 5+ successes. Can be repaired with a Crafts roll and time.
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Crude: weapons/shields have 1 higher strength rating and 2 worse init penalty, armor has 2 worse defense/1 worse speed penalties
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Equipment
Making any of this shit work
Chargen
General non-supernatural merits/stuff you can take
General supernatural merits/stuff you can take