THE NEW WEAPON AND EQUIPMENT NETBOOK written by : Laurent Desaulniers INDEX NEW WEAPONS New swords: a sword is a sword rigth? p. 2 New crossbow: a crossbow a bow is... p. 9 Weapons all over the world -india p.11 africa p. 15 New strange weapons p.19 New strange weapons in a strange world: dark sun p.21 NEW TACTICS Defeting more with less p.26 secret passes p.28 The basis p.33 New rules Armor is dangerous p.38 Always wear your best suit p.40 New swords Abbasi Cost: 20 gp Weight: 5 Size: M Type: P/S Speed factor: 5 Damage S-M/L: 1d8+2/1d12+2 Culture: Rajput (Indian) The abbasi is one of several Indian versions of the long sword. The blade is reinforced by extra strips of perforated metal on one side, both increasing the damage it causes and lessening the chances that it will itself break during battle. Because of the reinforcement, the blade has a +2 bonus to any saves vs. crushing blow. Antenna sword (or "Scalpel") Cost: 15 gp (ornate) or 11 (plain) Weight: 4 Size: M Type: S Speed factor: 5 Damage S-M/L: 1d8/1d4 Culture: Greek/Lankhmarian This sword is a light, basically straight blade with a slight curve at the tip, with antenna-like projections at the hilt as decoration. Fans of the late Fritz Leiber will recognize it as the sword used by the Gray Mouser, sans antennae. Proficient use: The user has a +2 bonus to all parries. Specialized use: The speed factor is lowered to 4. Chinese bastard sword Cost: 15 Weight: 7 Size: M Type: S Speed factor: 7 (one-handed) or 5 (two-handed) Damage S-M/L: 1d8/1d12 (one-handed) or 2d4/2d8 (two-handed) Culture: Chinese This weapon is one of several swords used as arms in the Chinese martial arts. Made of finer metal and with a keener edge than its western counterparts, it is both lighter and handier without sacrificing any power. Proficient use: Proficiency gives a +1 bonus to all parries. Specialized use: Specialists operate under a speed factor of 6 (one-handed) or 4 (two-handed). Chinese war sword Cost: 15 gp Weight: 6 Size: M Type: S Speed factor: 6 (one-handed) or 8 (two-handed) Damage S-M/L: 2d4/2d4 (one-handed) or 2d6/2d6 (two-handed) Culture: Chinese This is a pure chopping weapon. As with the bastard sword, it may be used both one-handed and two-handed. On wilderness adventures, PCs will find that it works equally well as a weapon and as a tool (like the machete). Double swords Cost: 15 gp (per pair) Weight: 6 (per pair) Size: M Type: P/S Speed factor: 3 Damage S-M/L: 1d6/1d8 Culture: Chinese These Chinese short swords are sold in pairs. Each one has a handle that is flat on one side, enabling the two blades to be stored in a single scabbard. This makes for a nasty surprise if an enemy simply counts scabbards to determine how many swords are present. Proficient use: The user may attack with both swords at no penalty, no matter which hand is being used. Specialized use: Users operate under a speed factor of 2. Dusack Cost: 12 gp Weight: 4 Size: M Type: S Speed factor: 4 Damage S-M/L: 1d8/1d8 Culture: Hungarian/Eastern European The dusack consists of the blade and nothing else, with a hole in the blade's base substituting for the grip. It was a favored weapon for dueling and is more likely to be used against the PCs in an urban or court adventure than on a battlefield or in a dungeon. Proficient use: Add +1 to all parrying attempts. Specialized use: Add another +1 to all parrying attempts, for a total of +2. The speed factor is also reduced to 3. Epee Cost: 10 gp Weight: 2 Size: M Type: P Speed factor: 3 Damage S-M/L: 1d6/1d4 Culture: Western European The epee looks more like an enlarged needle with a sword handle on one end than anything else, making it useful only for thrusting attacks. It is, however, one of the few swords that is regarded as much as an item of courtly dress as a weapon, and it may well be the only weapon a PC can take with him when admitted to the throne room for an audience with the king. The epee is mainly a dueling weapon. Proficient use: Users gain a +1 bonus on all parries. Specialized use: The speed factor is reduced to 2. Falchion, Persian Cost: 12 gp Weight: 4 Size: M Type: S Speed factor: 4 Damage S-M/L: 1d8/1d6 Culture: Persian This weapon has a longer blade than its medieval European counterpart, making it better suited as a military blade (which it is) than as a hunting weapon. Falx Cost: 18 gp Weight: 7 Size: M Type: S Speed factor: 8 (one-handed) or 6 (two-handed) Damage S-M/L: 1d8/1d12 (one- handed) or 2d6/2d8 two-handed Culture: Dacian/German The falx was a scythe-bladed sword used by the Dacians, who attacked Rome in Trajan's time. So deadly was it that the Romans were forced to put old models of armor back into production to protect their soldiers from its blows, to say nothing of reinforcing their shields. Proficient use: When swung two-handed, the falx is +1 to hit. Franc-taupin Cost: 15 gp Weight: 3 Size: M Type: P Speed factor: 5 Damage S-M/L: 1d8/1d12 Culture: French This odd medieval weapon resembles a long sword, but the front half of the blade narrows sharply to half the width of the blade's base, producing a spikelike shape suited only for thrusting attacks. Glavelot Cost: 35 gp Weight: 12 Size: M Type: S Speed factor: 9 Damage S-M/L: 2d4/3d6 Culture: Western European Basically, this is a falchion with the blade length of a bastard sword, immortalized in Howard Pyle's novel Men of Iron as the weapon the chief villain used in the final tournament. It may be used only two-handed. Some authorities also refer to it as the hand-guisarme. Hegyester Cost: 20 gp Weight: 10 Size: M Type: P Speed factor: 6 Damage S-M/L: 1d6/1d8 Culture: Hungarian Another bastard sword hybrid, the hegyester has a blade like an awl pike, making it suitable only for thrusting. It is almost always used in mounted combat, being held out like a lance as the rider charges his foe. Proficient use: The user causes an extra +4 hp damage, regardless of the enemy's size, when charging the foe in a jousting-style attack. Specialized use: The user does double damage at the end of a charging attack, no matter what size the enemy. Khyber knife Cost: 7 gp Weight: 2 Size: M Type: P/S Speed factor: 3 Damage S-M/L: 1d8/1d6 Culture: Afghan This is actually a short sword, with a 249 long blade and an 89 blade. Its blade has an extra-thick T-rib (half an inch thick) that gives it greater strength than looks would indicate. Proficient use: The Khyber knife causes an extra 2 hp damage against human or humanoid foes wearing armor during a stabbing attack, due to the reinforced blade. Specialized use: The speed factor is reduced to 2. Klewang Cost: 12 gp Weight: 5 Size: M Type: S Speed factor: 5 Damage S-M/L: 1d10/2d4 Culture: Malay The klewang is a Malaysian machete/sabre hybrid. It is best recognized by its odd handle, which extends almost at right angles from the blade. In Oriental Adventures, it would be a suitable sword for jungle barbarians. Kora Cost: 18 gp Weight: 8 Size: M Type: S Speed factor: 9 Damage S-M/L: 2d6/2d8 Culture: Nepalese The kora is the national sword of Nepal, home of the legendary Gurkhas. It is a pure chopping weapon, and has hand guards both above and below the grip. Kukri, regimental Cost: 12 gp Weight: 4 Size: M Type: S Speed factor: 5 Damage S-M/L: 1d10/1d10 Culture: Nepalese The regimental kukri is an enlarged version of the famous (and deadly) curved knife of the Gurkhas. In the real world, it is a ceremonial weapon, used to bless the regiment by slaying a water buffalo. The actual sacrifice consists of beheading said water buffalo with a single stroke. Only one is issued per Gurkha regiment, for the specific purpose of the good luck ceremony, or dushera. This weapon is over 21/28 in length. Machaira Cost: 10 gp Weight: 7 Size: M Type: S Speed factor: 6 Damage S-M/L: 2d4/2d6 Culture: Celtic/Greek This sword was invented by the ancient Celts and subsequently adopted by the Greeks. It was also known among the Greeks as the khopis, while the Romans who faced it in Greek and barbarian hands - particularly in Celtiberian Spain - called it the falcata. This broad-bladed slashing sword has an inverse curve the opposite of that of a scimitar. According to battle accounts, it had terrific armor- penetrating ability. Proficient use: The machaira is +1 "to hit" when fighting an armored opponent. Manchu broadsword Cost: 18 gp Weight: 4 Size: M Type: S Speed factor: 4 Damage S-M/L: 2d4/1d12 Culture: Chinese/Manchurian Like the Chinese bastard sword (see above), this is another Chinese sword that is used by martial artists. The blade has a slight curve to it, giving extra force to the downward slashing stroke that makes it so deadly. Proficient use: Users may do an extra 3 hp damage per blow to a foe of Size S-M. Specialized use: The speed factor is reduced to 3. Mel puttah bemoh Cost: 30 gp Weight: 12 Size: L Type: P/S Speed factor: 8 Damage S-M/L: 1d10/2d8 Culture: Indian This weapon of southern India is literally a two-handed, double-edged rapier. As with the kora (see above), it has hand guards above and below the grip. Proficient use: Users may inflict an extra 2 hp damage per attack, with no regard for the target's size. Specialized use: The speed factor is reduced to 7. Rapier Cost: 12 gp Weight: 3 Size: M Type: P or P/S Speed factor: 4 Damage S-M/L: 1d6/1d6 Culture: Western European This is the dueling sword of choice. As with the smaller epee (see above), it is more of a decorative court sword than a weapon to be used in serious adventuring or battle. Early versions were double-edged, while later models were merely enlarged epees, suitable only for thrusting. The damage is the same whether a slash or a thrust is used. Proficient use: The wielder gains a +2 bonus on all parrying attempts. Specialized use: The speed factor is reduced to 3. Saddle sword Cost: 60 gp Weight: 15 Size: L Type: P/S Speed factor: 10 Damage S-M/L: 1d10/2d10 Culture: Western European The saddle sword is a two-handed sword which is used as much for thrusting as for slashing, if not more so. Its name comes from its special scabbard, which enables it to be slung from a saddle for easy transport. The last quarter to third of the blade is wider than most of it, forming into an elongated spear head. Just behind this elongated head is a socket that can be plugged by a crossbar. This serves the same purpose as the baffles on a lance or boar spear: it keeps the weapon from penetrating the target so deeply that it is difficult or impossible to withdraw it again. Proficient use: The saddle sword inflicts an extra 6 hp damage if the wielder uses it in a thrusting attack. Specialized use: A specialist who makes a charging attack causes double damage at the end of his charge. Seax, long Cost: 18 gp Weight: 4 Size: M Type: P/S Speed factor: 4 Damage S-M/L: 1d8/1d12 Culture: Frankish/Saxon/Viking The seax is a long sword variant used by many Germanic tribes. The last third of the blade tapers gradually toward the point. Aside from shaving a bit of weight off the blade, making it easier to wield, this also makes the sword handier than most long swords in a thrusting attack. Sica Cost: 10 gp Weight: 3 Size: M Type: S Speed factor: 4 Damage S-M/L: 1d6/1d4 Culture: Thracian This is a short sword-sized scimitar. It was used by the Thracians of ancient Greece, and was the main weapon of the "Thracian" class of Roman gladiators. In Robert E. Howard's stories of Kull the Atlantean, it also appears to be the sword used by the Picts of that period. Proficient use: Proficiency earns a +1 parrying bonus. Specialized use: The speed factor is reduced to 3. Tachi Cost: 35 gp Weight: 4 Size: M Type: S Speed factor: 4 Damage S-M/L: 1d10/1d10 Culture: Japanese While later tachi are virtually identical to the katana, the earliest tachi were straight swords, but they still shared the single, razor-sharp edge and chisel point of later cousins. Oriental Adventures players who covet magical weapons should note that, this being the case, there will be far more magical tachi lying around in dungeons and other old ruins than there will be katana or wakizashi. Choose your weapon proficiencies (and specializations) accordingly! Tai chi sword Cost: 12 gp Weight: 3 Size: M Type: P/S Speed factor: 3 Damage S-M/L: 1d8/1d8 Culture: Chinese The tai chi sword is the last of the Chinese swords listed here to be used by martial artists. Proficient use: Wielder gains a +1 bonus on parrying attempts. Specialized use: The speed factor is reduced to 2. Talibon Cost: 17 gp Weight: 5 Size: M Type: P/S Speed factor: 6 Damage S-M/L: 1d8/1d12 Culture: Filipino The talibon is used by the Christian natives of the Philippines. The blade is heavy, with a slight outward curve in the center to add more force to a slashing attack. As with the klewang (see above), it would be a suitable weapon for jungle barbarians in the Oriental Adventures campaign setting. Yataghan Cost: 12 gp Weight: 4 Size: M Type: S Speed factor: 6 Damage S-M/L: 2d4/2d4 Culture: Turkish The broad-bladed yataghan is one of the primary weapons of Turkish warriors. A type of sabre, the most noticeable thing is its incurved blade, which was designed to go precisely in line with the motion the wielder's wrist makes when delivering a slashing attack, allowing all his strength to go into the blow. Much of the blade's weight is forward as well, adding still more force to a downward cut. Suitable for campaigns from the Al-Qadimr setting to Oriental Adventures, including India and eastern Europe. Proficient use: The user causes an extra 2 hp damage New crossbows for old in the AD&D(r) game Crossbow In the ADA,D(r) game, the crossbow is a much maligned and underrated weapon. It has only slightly better range than the long bow, but with a notably lower damage potential and a much slower rate of fire. It is normally chosen only by low-level or destitute characters who cannot afford a bow, or by novice players who do not yet understand what a poor weapon this is within the game. This is hardly a realistic representation of the medieval crossbow. Crossbows were used in China as early as 1200 B.C. and as hunting weapons in central Europe by 400 B.c. The historian Vegetius tells of Roman legions being armed with crossbows in A.D. 385. It was considered such a dangerous weapon that in 1139 Pope Innocent II banned its use by all Christians. This ban was later lifted for knights going on the Crusades, allowing them to use cross-bows against the Saracens. At 7 lbs. for a light crossbow and 14 lbs. for a heavy one, the crossbow is much harder to carry than a simple bow, at 2-3 lbs. It cannot fire nearly as fast, with rates of fire of 1/1 or 1/2 for light and heavy crossbows, respectively, against 2/1 for any bow. The crossbow is also more susceptible to water damage than a bow; immersion in water or exposure to rain lasting longer than five rounds requires that a bowstring be aired out in the sun for a full day and checked for rot, but this process takes 2-4 days for a whole crossbow. Because of its greater weight, a crossbow is not nearly as useful against moving objects and ought to suffer a - 1 penalty on attack rolls against fast-moving targets (DMs must decide exactly what constitutes a fast-moving target; a man walking down a road is not such a target, while someone running for cover is). Note there is no "fast-moving" penalty if the target is moving directly toward or away from the crossbowman. However, crossbows can be produced more cheaply than bows (an important point for a lord fielding an army), they require less training to use (DMs who require characters to spend time training with weapons might allow proficiency with the crossbow in half the time required for the long bow), and they have greater range and penetrating power (i.e., do more damage). The crossbow can be cocked and loaded in advance, then kept at the ready. Because of its sturdy construction, this weapon might not be seriously damaged if used to parry an attack from an enemy's weapon. Also, a cross-bowman can use the stock of his weapon as a club ( - 1 to hit for clumsiness, but a hit doesn't harm the weapon). The crossbow consists of a small metal or wooden bow mounted horizontally on a wooden stock. A release nut is set in the center of the stock, and the bowstring is pulled back to catch on this nut. When the leverlike trigger is pressed, the nut shifts, releasing the string and firing the quarrel. Some crossbows have a groove carved in the center of the stock from the nut to the bow, to better control the quarrel's flight. Crossbows fire ammunition called quarrels or bolts. These look like small arrows, ranging from 1' to 2' long. Quarrels have only two vanes (feathers) set on opposite sides of the shaft, whereas arrows have three vanes set equally around the shaft. Arrows and throwing darts cannot be fired from crossbows, nor can a crossbow fire bolts of different sizes (light cross-bows fire only light quarrels, heavy cross-bows fire only heavy quarrels, etc.). For those DMs who would like to increase the lore of crossbows and expand the options available to those who use them in the campaign world, I present the following information and examples. More material is given in DMGR3 Arms and Equipment Guide, pages 63-67 Hand crossbow: From the 13th to 15th centuries, Italy produced crossbows that were only 14" long with a bow 10" across. These weapons were easily concealed under cloaks or in the folds of robes; they were often used by assassins and were therefore outlawed in many areas. Each is cocked by holding the stock or bow with one hand and pulling the string back with the other. Due to its light weight, the hand crossbow does not suffer a - 1 penalty for attacking moving targets. The high price of this item (300 gp, as per the Player's Handbook, page 68) reflects its being sold only on the black market in most areas. If allowed to be sold openly, its price would fall to only 30 gp. Hand-crossbow quarrels can be used as throwing darts in emergencies. They suffer a - 2 on attack rolls and have only half the normal range of darts when thrown by hand. Light crossbow: This was the earliest form of crossbow developed. It has a wooden bow and a draw of about 50 lbs. This weapon is cocked by bracing the bow and pulling the string back until it catches behind the release nut. This was the crossbow used by the Roman legions and the Mpangwe of Africa. If your characters are in a primitive area or if your campaign is set in an early time period, this will be the only crossbow available. The light crossbow can be held and fired using only one hand ( - 1 on attack rolls). If one is used in each hand, the attack penalty is cumulative with the penalties for attacking with two weapons (Player's Handbook, page 96). Medium crossbow: The medium crossbow was introduced in the 13th century and had a composite bow of horn, sinew, and wood. It had a draw weight of 100 to 150 lbs. and was cocked by placing one foot in the stirrup at the crossbow's front and using both hands to pull back the bowstring. This was a common hunting weapon of medieval Europe. Heavy crossbow: The heavy crossbow has a steel bow and first appeared in the 14th century. This weapons often had a draw weight of 500 lbs. or more and was cocked using a windlass (a miniature block and tackle). The windlass was attached to the weapon's stock, a hook was put over the bowstring, and the string was cranked back. The windlass was then removed and the crossbow was loaded with a quarrel. All of this contributed to the weapon's slow rate of fire. The heavy crossbow was used as a military weapon throughout most of medieval Europe. Siege crossbow: The siege crossbow was a stronger version of the heavy crossbow with an improved steel bow and was first seen in the 15th century. This weapon had a draw weight often reaching 1,200 lbs. and was cocked using a windlass like the heavy crossbow. The siege cross- bow was normally used by soldiers who would rest the weapon on a castle wall and fire at the attacking army. Any character not bracing a siege crossbow on a solid object (castle wall, boulder, fence post, etc.) will suffer a - 1 attack penalty per range level ( - 1 at short, - 2 at medium, and - 3 at long) in addition to all normal range penalties. The siege crossbow was a very late development and should exist only in Renaissance-period campaigns. The improvements in metalworking that al- lowed its production also produced superior firearms, which soon rendered this weapon obsolete. Example: Lord Oswerd spots an orc across an open field and breaks out his siege crossbow. After spending two rounds attaching the windlass, cranking back the bowstring, detaching the windlass, and loading the weapon, he is ready to fire. Since the orc is 200 yards away, he is at long range (-5 on his attack roll). Being in an open field, Lord Oswerd has nothing to rest his weapon on (-3). Seeing what's coming, the orc starts run- ning for his life ( - 1). So, Lord Oswerd has a - 9 penalty on his attack roll. If he hits, the orc will suffer 1d10 hp damage - likely enough to kill him. Among demihumans, dwarves and gnomes are known to favor the crossbow. Dwarves prefer medium crossbows. They find the heavier ones too slow and the lighter ones lack high damage potential. Gnomes favor the light crossbow, finding anything heavier too bulky. Elves and halflings shun crossbows, finding them too cumbersome; considering their bonuses with other missile weapons, they are probably better off that way. . Crossbow-type weapons larger than siege crossbows are ballistae, which are well detailed in the SPELLIAMMER boxed set's Concordance of Arcane Space, page 41.] Table 1 Revised Crossbow Statistics Weapon Cost (gp) Weight (lbs.) Size Type Speed factor Damage (S-M/L) Hand crossbow 300 gp 3 S - 5 Hand quarrel 1 gp * S P 1d3/1d2 Light crossbow 35 gp 7 S - 7 Light quarrel 1 sp * S P 1d4/1d4 Medium crossbow 40 gp 8 M - 8 Medium quarrel 2 sp * S P 1d6/1d8 Heavy crossbow 50 gp 14 M 10 Heavy quarrel 3 sp * S P 1d8/1dlo Siege crossbow 100 gp 25 L 12 Siege quarrel 5 sp 1/2 M P 1d10/1d12 * These items weigh one-tenth of a pound each. Table 2 Revised Crossbow Ranges Weapon Hand Crossbow 1 2 4 6 Light Crossbow 1 6 12 18 Medium Crossbow 1/2 7 14 21 Heavy Crossbow 1/3 8 16 24 Siege Crossbow 1/3 9 18 27 Indian weapons Indian body armor Varman is the Sanskrit word most often used in historical and epic writings to refer to the various sorts of body armor, as opposed to shields. Some of this armor gives a base armor class in the AD&D game, such as chain mail (AC 5). Other pieces can be worn individually, either by themselves or to augment other armor. These benefit the wearer's armor class, like a shield does. Unlike a shield, such piece armor need not be actively used but only worn. Chahar-aina: Also called "four mirror" body armor, this armor consisted of four metal plates strapped around the wearer's body: one on the back, one on the chest, and one on each side under the arms. Chahar-aina was usually worn to augment another suit of armor, often in conjunction with the khulah-kud (helmet), dastana (bracers), and shield. Chahar-aina was often worn over a quilted coat for base AC 7 (AC 8 for quilted cotton, +1 for chahar-aina). It was usually of high quality and often embellished and highly polished. In AD&D games, it is the most likely to be enchanted of any of the Indian armors. Chain mail: This was so commonly encountered in India, that several weapons evolved with the express purpose of piercing it. A suit of chain mail often included both a full-length tunic and mail trousers. Chain mail is a bit more expensive in Indian adventures than in typical AD&D worlds, so fewer low-level warriors will possess it. Inferior sets of mail, costing 70 gp, weigh the same as good chain mail but give only a base AC 6. Ghughuwa was chain mail that combined torso armor and a mail coif in a single piece, often padded with velvet; it costs 110 gp. Dastana: These were forearm guards, also called bazubands, typically a pair of hinged plates that fully encircled the arm with mittens of cloth or mail to protect the hands. Dastana were often worn with chahar-aina; a pair of them improves a wearer's armor class by one place. Dhenuka: This was a full set of armor made from the hide, hooves, and horn of an Indian rhinoceros. Such armor was of somewhat higher quality than regular hide armor. Dhenuka could also be made from the components of other beasts with thick natural protection, such as elephants, water buffalos, or even crocodiles. Dhenuka would definitely be popular in regions where other armor components are scarce, but where the creatures it is made from are common. It might also be used by characters who are prohibited from wearing cowhide or metal, or by those who are required to wear the skin of the beast in question. Magical varieties of this armor might bestow powers on their wearers sympathetic with the abilities of the creatures they are constructed from. For example, a character wearing magical rhinoceros dhenuka might have the ability to smash into opponents with greater force than normal, as a charging rhinoceros would. Helmets: A great variety of helmets can be found in an Indian milieu. Specific benefits of the various helmet types can be found in The Complete Fighter's Handbook. All of the helmet types listed in that book will be available, except for the great helm, which is bigger and heavier than those found in India. Two unique forms of head protection are described here. Khulah-kud: The Persian influence on Indian armor is most apparent in this helmet. The khulah-kud is a round, domed helmet with a spike on top, a nose guard, and a pair of tubular supports for plumes a few inches to either side of the center front of the helmet. A chain-mail neck guard sometimes hung from the back of the khulah-kud, and a turban was often wrapped around it. It conforms to the characteristics of the open-faced helm described in The Complete Fighter's Handbook page 108. Turban: Various sorts of turbans were worn throughout India, many for religious reasons. The thick padding of a turban provides some protection to the wearer's head, functioning like the cap variety of helmet described in The Complete Fighter's Handbook, page 108. Hide: Hide armors would be common in areas of Indian adventures where metal is uncommon, the people are poor, or religion dictates that hide must be used. Typically, such armor will be of elephant or rhinoceros hide. Nonetheless, it can be quite handsome and functional, and has the same chances of being magical as any other armor in areas where it predominates. Heavy hide armor includes full skirts, and arm and leg guards. Lighter hide armor conforms to the characteristics of sadiqi armor (described later). Kantha-trana: This broadly refers to a piece of armor that protects the neck and is worn independently of a basic suit of armor or a helmet. It does not improve armor class as such, but it bestows certain conditional benefits. Against attacks meant to strangle or decapitate, the wearer of a kantha-trana has an armor class for his neck either equal to that of the rest of his body or to base AC 8, whichever is better. Whenever a character wearing such an item must make a saving throw against attacks against the neck, such as decapitation or strangulation, he has a bonus of + 2 on his saving throw. Magical versions of kantha-trana clearly suggest themselves. Note that a normal garrote is ineffective against someone wearing a kantha-trana; a magical version or one wielded with superhuman strength is required. Lamellar: This sort of armor was similar to scale mail but was of higher quality. Thus, lamellar provides the same protection as scale mail, but it weighs less and is more expensive than the scale mail available in an Indian milieu. Leather: Because the cow is a sacred animal in Hindu India, leather armor will not be used in many Indian campaign areas, and certain characters might be prohibited from its use. However, it may be used in non-Hindu states or by barbarians or other non-Hindus who dwell on the fringes of the world of Indian adventures. Nagodarika: This was a shooting glove worn by archers. Most were leather or hide finger guards sewn onto straps that were wrapped around the user's hand to keep the devices in place. Poshteen: The poshteen was not actually armor as such, but rather a heavy sheepskin coat with the fur on the inside to protect against cold. Such garments were worn by dwellers of the craggy hills and mountains, historically by Afghans. Because of its thickness, the poshteen gives +1 to the armor class of the person wearing it. However, if the poshteen is worn over armor heavier than leather, the Dexterity of the user is reduced by 1. Furthermore, spell-casters prohibited from wearing armor have a 5% chance of spell failure if wearing a poshteen alone. Because of its thickness and construction, however, this coat gives a +1 on saving throws vs. cold attacks. Quilted linen: Many Indian armors, particularly those of northern India, used quilted linen instead of leather, producing an armor similar to padded (base AC 8). Lighter-than-normal coats of this armor would cost and weigh one-half normal and give a base AC 9. Such armor increases the chance of success of some rogue abilities, giving +5% to move silently and climb walls. The least expensive of these armors contained only linen, but some were improved with studding with small gilt nails, or the addition of scale, mail, or metal plates. Improved versions of this armor could provide a base AC 7 or 6, at cost and weight of 50 gp and 20 lbs. for AC 7, and 90 gp and 30 lbs. for AC 6. Such armor could be further augmented with chahar-aina, dastana, and shield. Reinforced mail: The best Indian armors were of quilted linen reinforced with chain mail and metal plates. The chain mail and plates were fastened within the armor with metal studs and nails, and could not be worn separately or easily removed. A complete set of this armor included protective trousers, boots, dastana (q.v.), and a helmet, typically a khulah-kud (q.v.). It was not especially bulky or heavy for the protection it gave, but was still too bulky for chahar-aina to be worn over it. This is the best sort of armor available in an Indian adventure, giving a base AC 3, and only the most affluent characters will own it. Most of it was very ornate and attractive, and the components of many suits, including a shield, were often crafted as matching pieces. Sadiqi: This is the name for any suit of armor, such as chain mail or leather armor, that protects only the torso and does not cover the arms. The protection such armor provides is one place less than normal, and the cost and weight are twothirds normal. Thus, sadiqi chain mail would have base AC 6, cost 50 gp, and weigh about 26 lbs. Rogues wearing sadiqi leather armor add + 5 % to their movesilently and climb-walls abilities, and the penalties for wearing sadiqi studded or padded armors are 5% less than for full suits of such armors (see the Player's Handbook, page 39, Thble 29). Scale mail: Coats of scale mail were found in many Indian regions, and they revealed again the martial influence of Persia. Such armor was more common in India than in a typical AD&D milieu and is correspondingly less expensive as a result. Studded leather: Because of the unlikelihood of leather being used for armor, studded leather has the same chances of being present in an Indian campaign as does leather armor. Talatra: Known by several other names, this device was an arm guard or bracer worn by an archer to protect his inner arm from the slap of a released bowstring, Traditionally, the talatra was made of iguana skin Indian shields In the historical and mythic texts that describe the arms of India, avarna is the Sanskrit word most often used to refer to shields, as opposed to body armor. Shields were of three basic types throughout India: parrying shields, round shields, and curved oblong shields. However, in such a vast, diverse area, exceptions to this exist. Body: Indian infantry often used body shields that had bamboo frames covered with hide. These were the kind of shields used by the warriors who battled Alexander the Great. Because of their size, body shields reduce armor class against missile weapons by two places, rather than one. Buckler: These small shields were favored by some in India, and many of them were augmented with blades or spikes, allowing them to be used for both attacking and defending. Such spiked bucklers are discussed in "Indian weapons." Dahl: The small or medium-sized round shield, called the dahl, was the most common Indian shield, particularly during the age of encounters with European powers. The dahl was circular, commonly of embossed leather or steel, and was used throughout India and the regions to its northwest. Its form changed little over the centuries. The dahl typically had four or five metal bosses on its face and two handles on the inside: one to slide the shield arm through, and the other for the shield hand to grasp. Some, often referred to as "Persian" in style, have six bosses and three handles, two of which the arm passes through. Some dahl were made of up to 50 layers of silk and used by Brahmins or others who eschewed the use of leather. other dahl were constructed of equally rare materials, even tortoise shells. Maratha shield: Such shields were typically medium in size and highly convex, almost coming to a point. They were lacquered and light, and highly effective against missile weapons. They give a + 1 bonus to their user's armor class against melee weapons, but are +3 against missile weapons. Thus, a warrior wearing chain mail and armed with a Maratha shield would have a base AC 4 in melee but a base AC 2 against missiles (this missile bonus applies only to frontal, unsurprised attacks to which the character can react). Medium: It is likely that some combatants will carry medium-sized shields that do not conform to the appearance of any of the specialized shields of India. Such shields could be of any construction or appearance. Parrying shields: Many parrying implements were used in India, devices intended both for attacking and defending. Parrying devices may not look like shields at all, but like pairs of metal bars or horns held by a grip between them. One example of such an item is the madu, discussed in "Indian weapons." Generally, parrying "shields" can be used by nonproficient characters to either attack or defend; those proficient with these devices can use them for both attack and defense in a single round. Most improve the user's armor class by one place against up to two frontal attacks. Small: Various kinds of small shields that do not conform to the characteristics of more common shields might be encountered in an Indian scenario. The fari, a small shield made of bamboo or cane, is an example of this. Other small shields might be made of hide and used by hill people, of woven palm fronds and used by jungledwellers, etc. African weapons Arrow, mail-piercer: Mail-piercing arrows were designed to penetrate chain mail, and have a + 1 bonus to attack opponents clad in such armor. Such an arrow typically had a long shaft, four painted flights, and a hexagonal, steel, armor-piercing head. Bagh nakh: Also called "tiger's claws;' this weapon consisted of five metal claws fitted to a metal bar with a ring at each end. The first and fourth fingers were slid through the rings, and the middle two fingers between the claws. An upward slash was the typical employment of the weapon. Bagh nakh were not generally a weapon for war, but rather for assassination or murder. The wounds they inflicted were often meant to simulate those caused by an animal. Although similar to the nekode of Oriental Adventures bagh nakh do not assist in climbing. Such weapons would rarely be embellished in any way. Buckler, spiked: An Indian spiked buckler typically consisted of a sturdy buckler with a pair of small, iron-shod horns protruding from the center. It can be used to defend against a single frontal attack. Furthermore, characters who take the spiked buckler as a weapon of proficiency may also use it to attack in the same round in which it is used to defend, at a penalty equal to that assessed for an off-hand attack (Player's Handbook, page 96). Nonproficient characters may use it only to either attack or defend each round (but not both), with the attack made with a nonproficiency penalty. Chakram: A flat, steel ring, with a razor-sharp rim, the chakram was used in the northwest of India by Sikhs. Each one was spun around the index finger, then released. Warriors typically carried a half-dozen of these weapons, either around their arms or around a conical turban. This weapon's game statistics are as follows: rate of fire: 2; range: short 2, medium 4, long 6. Gada: The gada was a large war club with a large round wooden head mounted on a haft. The gada's great damage can be attributed to the fact that it was a twohanded weapon and had an unusually large head. If used one-handed, the gada is at -1 to hit and inflicts the damage of a normal club (1-6/1-3). The gada was associated with various Indian martial-arts. Hora: This weapon was a horn knuckleduster, typically having five spikes along its front edge and one on each side. The hora was used in the brutal Indian martial art vajra-musti, which combined wrestling with savage armed blows. Due to its size and shape, the hora can be easily concealed. Although a simple weapon, it might even be found in the hands of a king who practices the martial arts associated with it. Katar: This was a punch dagger. Rather than having a straight hilt, the katar had two parallel metal bars holding a crossbar grip at a 900 angle to the blade. As a punch dagger, the katar did a bit more damage than an ordinary dagger. In form, it was a uniquely Indian weapon, carried in the sash of a warrior. Many varieties of katar existed. Some were made so that when the two metal bars forming the grip were squeezed together, the blade opened into a three-pronged weapon. others had a blade split about halfway along its length, giving it two blade ends with a space between them. Still others had three fixed blades, the extra two protruding from the hilt at 900 angles to the primary blade. A DM may treat each of these varieties differently as outlined below, or may simply state that they all function identically. Scissors katars have more blades to potentially stab an opponent. If a user strikes an opponent with a roll attack of 4 or higher than what was needed, the weapon does 4-7/3-6 hp damage, rather than 2-5/1-4. With the scissors katar (the "split-blade" variety), the user may attempt to parry rather than attack, gaining the benefits of that option (page 100, Player's Handbook). if parrying an edged weapon, the user gets a chance to trap it with the katar. To see if this is successful, the character must attempt to hit an armor class equal to the speed factor of the weapon. If the atack was successful, the foe's blade is been caught, and its wielder must make a saving throw vs. petrification or have it jerked from his grasp. The save is at +1 if the weapon is size M, or at +2 if size L. Varieties with three fixed blades had more points to attack with. Th reflect this, give them a +1 bonus on all attack rolls. However, the side blades are smaller and less lethal than the main blade, so the weapon inflicts 1-4/1- 3 hp damage. Modified katars are more expensive than normal ones. Scissors katars cost 15 gp, and three-bladed and split-bladed katars 10 gp each. Khandar: A sword with a straight, reinforced blade, the khandar was intended for hacking. Often a bar projected from the weapon's pommel, allowing it to be gripped with two hands to deliver a more forceful blow. Another sword, called a sosun pattah, had a forward curving blade, but its intent was the same; for game purposes, these two weapons have identical characteristics. Kora: This was a heavy short sword with a wide, forward-curving blade, used in northern India and Nepal. It was a hacking weapon, sharp only on its inner edge, and had no thrusting point. It was often decorated with etchings in the steel of the blade. Nepalese warriors might carry one of these and a kukri (q.v.). Kukri: Perhaps the most characteristic weapon of Nepal and northern India, the kukri has a heavy, single-edged, forwardcurving blade for slashing. Despite its shape, it is not meant to be thrown. The kukri has been traditionally used by Nepalese warriors since the 12th century. More than just a formidable fighting knife, the kukri is a rugged tool that can be used for skinning game or chopping wood. The kukri can do almost anything that either a knife or a hand axe can do, sometimes even better. The only decoration likely to be found on one is a small pair of notches on the blade near the hilt. These notches mean "divinity" and reflect the kukri's status as a religious symbol. The kukri was accompanied by a pair of small utility knifes in its sheath. These are not weapons as such, inflicting only 1-2/1 hp damage, and are not capable of being thrown. Madu: The madu was a sturdy buckler with an antelope horn, sometimes tipped with iron or steel, projecting from either side. Although the shield is buckler-sized, the horns assist in parrying, and because of them the madu can be used to defend a against up to two frontal attacks. Furthermore, characters proficient with the madu may also use it to attack (while defending with one of the long horns at a penalty equal to that assessed for an off-hand attack (Player's Handbook, page 96). Nonproficient characters may use it only to either attack or defend, with the attack made with a nonproficiency penalty. Pata: A gauntlet sword, this long sword had a steel guard to protect the hand and wrist of its wielder, and had a punch grip like the katar (q.v.). If applicable, the pata user's hand and wrist are given AC 3 by the gauntlet. A pata used by a character on a charging mount inflicts double base damage at the end of a charge. Such swords were quite often chased with precious metals or engraved with designs. Peshkabz: This dagger, normally a straight-bladed weapon, has a reinforcing rib along its back edge. This reinforcement gives it a T cross-section that makes it especially useful for penetrating chain mail, against which it gains a +1 attack bonus. However, it cannot be used as an effective throwing weapon. DMs who use weapon breakage rules should take this reinforcement into account, giving the peshkabz half the normal chance of breaking. Talwar: This was a heavy, broad-bladed, curved sword sometimes forged from solid steel. Some talwars had considerably lighter blades, and these function exactly like scimitars in AD&D games. Both styles of talwar are among the most common swords encountered in Indian adventures. The talwar was often used as a sacrificial weapon. Zaghnal: The zaghnal is a one-handed pick, usually fashioned entirely of steel, with a broad, sharp, beaklike piercing head. Even though it was only about 1 1/2'-2' long, it was also heavy and had great punching power. Give it a + 1 attack bonus vs. chain mail, which it was designed to penetrate. Many zaghnal were decorated with brass, silver, or other precious metals and had beautifully etched heads and hafts, sometimes adorned with images of animals or monsters. Major African weapons Assegai: This short stabbing spear was unique to the Zulu people of southern Africa. Known to them as an iXwa, this weapon was kept so sharp that it was used for shaving. The assegai was about 4'long, with a swordlike blade about 18" long. it was more fearsome in melee than a normal spear, inflicting 1-8/1-10 hp damage in AD&D games. It was not realiv a throwing weapon, however, and could 6e hurled only half as far as a normal spear. The assegai was usually used in conjunction with a shield, but if used two-handed in games it adds + 1 to damage rolls. Bolas: Used more in hunting than in warfare, bolas consisted of three hide cords joined together with weights at the cords'ends. The weights were usually stones held in leather pockets. Damage from the bolas was incidental, as the weapon's main function was to entangle. If a successful roll to hit is made using a bola in campaign play, the target takes damage and must make a saving throw vs. paralyzation. Small creatures save at - 2, and large creatures at + 2. If this save is failed, the bolas wrap around the target's legs and stop it, causing it to fall down if it was moving when struck. Normally, creatures without legs cannot become entangled by bolas, though long arms make good targets. Entangled but standing creatures attack at - 1 to hit, are themselves attacked at + 2, and must make a Dexterity check on 5d6 every round they move or else fall over. Prone creatures attack at -2 and are attacked at + 4. Removal of entangling bolas can be undertaken automatically if a full round can be devoted to the attempt. Entangled creatures who are attacking or defending, or who are bound or without hands, must make a successful Dexterity check on 3d6 to disentangle themselves from bolas. This may be attempted once per round. Bolas were a Stone Age weapon and are usually used only by the most primitive peoples in an African campaign. The Complete Fighter's Handbook describes bolas that allow for somewhat more dramatic effects than this simple hunting weapon. Knife, throwing: These weapons were not really knives as commonly envisioned; they had complex blades with two or more edged or pointed protrusions. Because of their size and extravagant shapes, they might just as well be called throwing axes. Such weapons were used throughout Africa, notably in the Sudan, the Congo, and by several peoples of central Africa. Unlike most hurled weapons, throwing knives were often thrown along a horizontal plane as well as a vertical one. Because of their size and form, these weapons inflicted more damage than most hurled weapons. Their multiple-edged branches increased their chances of hitting an opponent, and they were even known to bounce over or around shields to strike an enemy. Thus, they have a nonmagical +1 bonus to hit when hurled. Knobkerrie: Also known as an iWisa, this weapon is a club fashioned of hardwood with a long, straight haft and a head that typically looks like a slightly flattened ball. This knob is sometimes faceted and can vary in size from that of a fist to much larger. The knobkerrie is often associated with the Zulu people, who use it to this day, or the neighboring Xhosa and Basotho folk. However, it was also used elsewhere in Africa as far north as the Sudan. In addition to its use as a melee weapon, the knobkerrie can also be thrown. Some oversized varieties of knobkerrie are thought to have been used either for exe. cutions or ceremonies. Longbow, Kenyan: The Kenyan longbow was one of the strongest simple bows, far more powerful than the famed English longbow. The average English bow had a draw weight of 80 lbs., whereas the average Kenyan bow had a draw weight of 130 lbs. An arrow from it inflicted impressive damage. However, because it had such a heavy draw weight, the Kenyan longbow had a slower rate of fire than a normal bow. Nyek-ple-nen-toh: Nothing more than a huge straight razor, this weapon had a very broad, 30"-long blade projecting from a short handle. The nyek-ple-nen-toh was wielded by "razor-women," a company of female warriors maintained by the king of Dahomey. it was a two-handed weapon whose sharp steel blade was engraved with symbols and often richly embellished. These fearsome weapons were used for executing enemies of the king.(For ease of reference, these can be called "razor swords.") Paddle spear: A multipurpose weapon, the paddle spear was primarily a paddle used by river tribes to propel their boats. A paddle spear had a long, broad, spearlike head with sharpened edges, and was made entirely of wood. The head was often half the length of the weapon, and it was sometimes considered to represent a step in the evolution of the sword. The paddle spear was better suited for melee than for throwing; it could be hurled as a normal spear but at -1 to hit. Shoka: This is a variety of battle axe about 2 1/2' long. The weapon typically had a hardwood haft and a triangular iron head; the head was attached to the haft by a spike on its back, driven into the wood. The shoka was the weapon of the Basuto people, who inhabit the area around Lake Tanganyika in central Africa. Other tribes, including the Basotho of southern Africa, used similar axes. If this heavy weapon is wielded with two hands rather than one, it gains +1 to damage. The shoka is not a throwing weapon. Shotel: A descendant of the khopesh, this double-edged weapon looked like a large sickle. Also called an Abyssinian sword, it was used by peoples in what is now Ethiopia. The shotel was awkward to use, having a small hilt, and was slow to draw from its scabbard because of its wide curve. Its only advantage was that, because of its curve, it could be swung so as to strike behind an opponent's shield. Thus, shields in AD&D games are one step less effective against this weapon (i.e., normal shields are wholly ineffective, and magical shields or those used by warriors with shield proficiency are less effective, shield proficiency is described later). Smaller versions of this weapon also existed; such dagger-sickles function just like normal shotels but inflict damage like daggers. Spear, heavy: Some African peoples, such as the Masai, favored spears that were slightly longer and had broader heads than normal spears. These heavy weapons were primarily intended for melee rather than as missile weapons. They were designed for two-handed use and inflicted less damage if used one-handed, so they inflicted greater damage than normal or throwing spears. If thrown, heavy spears are -1 to hit and inflict damage as if wielded with one hand. Spear, throwing: The throwing spear was the most common weapon of Africa and was generally superior to spears used elsewhere in the world. Such spears inflicted the full damage of normal spears, but could be thrown as effectively as if they were javelins. Swordlet: The swordlet was a short swordlike weapon used by some of the forest dwellers of central Africa. It was generally as broad and nearly as heavy as a short sword, but not quite as long. Furthermore, such weapons usually had a round, broad, axelike tip, making them more effective at slashing than thrusting. Some were of impressive quality. Various "knife-swords" and "cleaver-knives" appeared as tribal weapons throughout Africa, and these usually conformed to the characteristics of the swordlet. Trombash: This distinctive weapon, a type of throwing stick, was used by the Sudanese. About 2' long and made of hardwood, the trombash had an acute striking edge and a sharply upturned end. Its evolution and use can be compared with the more familiar boomerang. This weapon inflicted damage from the way it flew into a target, so it inflicted more damage when thrown than when used as a melee weapon. It was better suited to hurling than a normal club, and had a better range. Various other types of throwing sticks were used throughout Africa, but most had the same general appearance as the trombash and conformed to the same characteristics. Strange Weapons Flashlance This bony, white spear is three feet long, with two overlapping ridges.The six inch base of the spear is the handle. When the handle is squeeze, the spear extend to it s full length.This telescoping effect is so fast that it can puncture armor and the flesh beneath. Quick as a flash, the spear contract, to be ready for a new attack. It takes many months of the dedicated pratice to master this weapons. In other word the character must use a weapon profiency slot for it. Until that time it can be used in one of two ways. The wielder may may either use it as a stabbing short sword, ignoring is telescoping ability, or use it as a sort of short range missile weapon. In the latter form, the wielder points and squeze, attempting to impale the target. Either way, the weapon does 1d6 point of dommage. Once proficientthe wielder can combine the two and gain +1 to hit the weapon does 1d10 points per attack. impaling dagger This dagger look like a normal dagger but act as a flashlance. It does the same dammage then a normal dagger except it could impale it victim for 1d12 of dammage. Mandibles At first glance this weapon look like the mancatcher polearm. It is ten feet long with a y joint at the end. The tips of the prongs have hooks pointing in toward the joint, and a spike at the joint pointing toward the target. At the base is a special grip. On a successful attack, the mandibles close around their target, doing 1d6 point of dommage. If the special handle is twisted, the mandible release. If twisted in the other way, they clench even if no target is trapped between them. Spine thrower club This weapon is a spiked club with 1d4+10 spine. Each spine add a point of dommage . Each spine could be removed and throwed each doing 1d3 of dammage. On a critical hit every spine must save vs crushing blows or broke. Twin swords These are two, perfectly balanced, identical swords. They can be used to make two attacks per round, one from each, with no penalty, privided the character using them has a dexterity of 16 or above. Those with lesser dexterity cannot wield them. As the procedure for making these is long and complex, they are horrendously expensive. These sword does 1d6+1/1d8 Spar-staff At first apperance, this looks like an ordinary staff. But with a flick of the wrist at the right spot, a blade springs out at either end. It can only be wielded by those with a dexterity of 14 or above. When used to attack, two attacks are gained per round. These attacks are simultainious, and occur with blinding speed. It can also be used to block, subtracting 1 from the users AC. If the character has a dexterity of 17 or greater, it can block and attack in the same round, but with a -1 penalty for both hit rolls. The Spar-Staff is wielded in both hands, striking like a Bo stick.It does 1d4+1/1d4(X2) Spineshield This weapons look like a shield (and could be used as one!) cover with some spines. It does only 1d4 of dommage but each time the victim take dammage with this shield he must makea wisdom check or take another 1d4 of dommage ( and roll again a wisdom check!) Bladebracers This weapon look like a bracer until the handle is twisted. Then a blade come from the bracer and, on a critical hit the victim must make a save vs death magic or died. The blade itself does 1d3/1d2 Spore pods These small weapons are sphere full of different spores. They can be throw at a target. They burst open on contact and release a cloud of tiny spores. The spores explode in a radius of ten feet and have a potential to affect every breathing creature. There is three kind of spore pods, and the spore contain have a different effect. They cannot be mixed. The effect of the first is irritation. The spores cover living foes and cause them to itch, sneeze and suffer from blurrded vision. When a spore pod open everyone within the effect must make a save vs poison at -1 penality. The second produce sleep spore. The effect last 1d4+1 round. The last act as a poison of strength 30/15. dagger claws This kind of dagger is powerfull. When to player sucessfully touch is victim he must make a strength check. If the player misse it the armor take no dammage but the victim takes 1d4+2. but if his check succeed the armor his destroyed. Dark sun new weapons Bard's friend Cost: 10 gp Weight: 3 Size: S Type: P/S Speed Factor: 3 Damage S-M/L: 1d4+1/1d3 Popularized by the bards of Balic, the bard's friend is a particularly gruesome-looking weapon, sporting several blades and prongs. If properly used, it is an excellent parrying weapon and brawl-stopper. The blades themselves are most often formed of metal or obsidian, strapped and mounted to a central wooden grip. The prongs are usually metal or wood, though they can be the fangs of desert predators. The grip may have holes for the fingers; when there are no holes, the weapon is usually worn with leather straps holding it to the hand. Known to be a bard's weapon, it is not uncornmon to see the blades dripping with poison. Proficient use: A proficient user is familiar enough with his weapon to know the dangers of storage. He can conceal his bard's friend beneath clothing on his legs, arms, torso, or back with a simple leather strap. So concealed, the weapon can be drawn instantly at the beginning of any combat round. Nonproficient users can only hope to conceal their bard's friend without inflicting injury (1d2-1 hp damage per round of attempted concealment). Specialized use: In addition to being able to conceal his bard's friend on his person, a specialized warrior can use his bard's friend as a parrying weapon or as a second weapon, at his option, every round. When used to parry, the bard's friend affords the warrior a +3 AC bonus while allowing him to fight with a weapon in his other hand without penalty (unlike normal parrying that requires the character to cease all attacks; see the DUNGEON MASTER Guide, page 61). When used as a second weapon, the warrior suffers penalties to each weapon's attack rolls as normal. The warrior must announce his intention to use his weapon to parry or attack each round before initiative is rolled. Cahulaks Cost: 12 gp Weight: 12 Size: M Type: P/B Speed Factor: 5 Damage S-M/L: 1d6/1d6 Cahulaks are a pair of four-bladed weapons held together with a length of rope. They can be used in each hand as melee weapons; one or both can also be thrown to tangle and cause damage to an opponent. The blades are commonly carved from the hip or shoulder bones of a mekillot, but more expensive versions can be forged of steel. The hafts are made of solid lengths of wood or, rarely, sturdy bone. The connecting rope is up to 12' long; an experienced cahulak wielder keeps most of that length looped loosely in one hand when preparing for combat. Proficient use: The wielder can attack with both cahulaks, one in each hand, according to the "Attacking with Two Weapons" rules in the Player's Handbook (page 96), even though both cahulaks are technically the same size. A proficient chavacter can throw the pair of cahulaks. The target suffers two attacks, but each successful attack only inflicts half normal damage (1d3/1d3). Also, man-sized and smaller creatures can be tangled unless they save vs. petrification. Tangling prevents normal attacks and movement for one round. Specialized use: A specialized wielder also can attempt to grapple a foe by throwing one cahulak the full length of the connecting rope (12' maximum). On a successful attack roll, the target suffers half-normal damage (1d3/1d3) and the cahulak has grappled the target. Once grappled, the wielder can trip or pull the target off balance, thus preventing it from attacking, depending on the target's relative size. If the grappled target is smaller, the wielder can automatically keep him off balance. If the target is his size or larger, the target must save vs. petrification or be pulled off balance. Targets more than two size categories larger than the wielder cannot be pulled off balance. Crusher Cost: 24 gp Weight: 9 Size: L Type: B Speed Factor: 10 Damage S-M/L: 1d4/1d3 A crusher is a spiked stone or metal ball at the end of a 20'-25' flexible pole. The wielder plants one end of the pole in the ground, then whips the weighted end back and forth until it nearly strikes the ground both in front of and behind him. Weaponsmiths have found that the springy, straight root of the cachava plant, native to the salt flats of the Ivory Plain, is the ideal raw material for crusher construction. While other materials can be used, the cachava root retains its flexibility for many weeks after harvest. While difficult to use in individual combat, crushers can be employed behind a line of friendly troops to disrupt the enemy. Proficient use: The wielder must spend one uninterrupted round planting the end of his crusher in the ground and beginning the whipping motion. After that round, the wielder picks a "danger space," a circle 2' in diameter centered 10' directly ahead of the weapon. There is a corresponding danger space of equal size 10' directly behind the wielder. Any creature that enters either danger space suffers up to six total attacks in the round. To retain his crusher, the wielder must have another uninterrupted round to stop its motion and pull the weapon from the ground. Specialized use: A specialized wielder can use his crusher more effectively by changing its direction of swing more quickly. The danger space becomes a circle with a radius of 10' centered on him and one foot both inside and outside that circle. The wielder can pick any six targets within that danger space to attack each round. Datchi club Cost: 12 gp Weight: 10 Size: L Type: B Speed Factor: 4 Damage S-M/L: 1d6/1d4 The datchi club is a specialized arena weapon, favored among more ruthless crowds because of the horrible wounds it can inflict. The head of the club is 4'-5' long, attached to a wooden or bone handle 3' long. The head is made of porous material, either insect hive or dried roots, and is incredibly light. It is then embedded with dozens of razor points. The razors can be metallic but are more often fashioned from teeth and claws. The handle is very solid, allowing the wielder to grip the base for greater range or to spread his grip to enhance his leverage. Proficient use: A datchi-club wielder who is proficient with his weapon can wield it effectively in combat, but receives no special benefits. As light as it is, the datchi club has a good speed factor, making it one of the quickest weapons of its size anywhere on Athas. Specialized use: The specialized datchi-club wielder can inflict greater damage by spinning the weapon along its long axis during combat. Spinning the datchi club requir es great forearm strength - a character can only do so for a number of rounds equal to his strength score per day. Beyond normal damage done, an additional 1d3 hp damage is inflicted while the datchi club is spinning. Dragon's paw Cost: 15 gp Weight: 9 Size: L Type: P Speed Factor: 8 Damage S-M/L: 1d6/1d6+1 The dragon's paw is a multibladed weapon popular among the arena masters of Urik and Tyr. The weapon has two blades, made from any material, one at each end of a 5'-6' wooden shaft. Around the center is a bar or basket that both protects the hand and holds another blade jutting perpendicular to the central shaft. This blade is called the forward blade, while the others are called the outer blades. Proficient use: A character familiar with the dragon's paw can cause more damage with the central blade by using the central shaft for leverage. If the wielder makes a successful dexterity check on 1d20 after the successful attack roll, he can inflict an additional 1d4 hp damage using the forward blade. Specialized use: A warrior specialized in the use of the dragon's paw can sometimes use the outer blades to ward off opponents while using the forward blade to its full effectiveness. If attacking one opponent with the forward blade, and if there is a target within reach of either outer blade, the warrior can make one more attack per round per blade. These outer blade attacks have no attack roll penalty but inflicts only 1d2 hp damage. Gouge Cost: 6 gp Weight: 12 Size: L Type: P/S Speed Factor: 8 Damage S-M/L: 1d8/1d10 The shoulder-strapped gouge is a specialized infantry weapon perfected for the slave armies of the Shadow King of Nibenay. It is a weapon that can inflict significant damage against an opponent and is unlikely to be dropped in the event of a rout. The gouge itself has a wide bone, obsidian, or chitin blade mounted onto a 3'-long wooden shaft. A smaller handle protrudes from a forward position on the main shaft, while the rear of the shaft has a wide grip used to drive the weapon home. The shoulder strap is made of leather or cloth, and it sometimes is expanded to a complete harness around the neck and shoulders. The weapon can be easily turned over to accommodate a left-handed wielder. Proficient use: A gouge wielder who is familiar with his weapon can use the handles to inflict greater damage on subsequent rounds of contact. After a first round of combat in which the wielder makes a successful attack against an opponent, he can announce his intention to gouge on the subsequent round. If, in that subsequent round, the wielder has a better initiative roll than his opponent, he automatically hits again, gouging the weapon into the opponent and inflicting +2 on his damage roll. If, however, the opponent wins initiative, he manages to avoid the gouge attack; the wielder can make a normal attack but at a -4 penalty to his attack roll for having instead prepared to gouge. The wielder of the gouge must declare his intent before initiative dice are rolled. Specialized use: In addition to the gouge attack, a specialized wielder can spin his entire body with his gouge to inflict greater damage with a normal attack. The wielder suffers a -2 penalty to his attack roll but inflicts double damage due to his increased momentum on a successful attack. A specialized wielder can elect to gouge or spin again in the round following a successful spin attack. Master's whip Cost: 6 gp Weight: 3 Size: M Type: P Speed Factor: 8 Damage S-M/L: 1d3/1d2 The master's whip is a favorite weapon among task masters and arena guards across Athas. The handle is usually carved from bone or ivory, then inlaid with decorative elements appropriate to the rank of the wielder. The whip itself is fashioned from leather or, for those that can afford the 15 gp additional cost, giant's hair. What sets the master's whip apart from the normal varieties is its barbed head. The head sports five separate hollow-tipped barbs, one at the end and four others spread out to the sides. The barbed head is most easily carved from bone, but wood also can be used. Proficient use: Once a wielder is familiar with his master's whip, he can apply poisons to the hollow-tipped barbs and use them effectively against an opponent. Separate poisons may be applied to each of the five barbs, though only injected or contact poisons can have an effect on the larget creature. On each successful hit with the master's whip, the wielder must roll 1d6 to determine which barb struck the victim; 1-4 indicates that one of the side barbs struck home, while a roll of 5 or 6 indicatcs that the end barb hit the mark. Once "applied" by the master's whip, the poison takes effect as described in the DMG. Specialized use: A master's-whip specialist can choose which barb strikes the target, but he must announce that choice before the attack roll is made. Tortoise blades Cost: 9 gp Weight: 5 Size: M Type: P/S Speed Factor: 5 Damage S-M/L: 1d6/1d6+1 Tortoise blades are most often made from their namesake creatures, but they can be carved from bone, chitin, or even stiffened leather. The blade is mounted to the underside of the protective shell permanently - it is the material of the blade that affects its performance in combat. Once strapped to the forearm, a tortoise blade counts as one point toward a piecemeal armor rating (DARK SUN Rules Book, page 72). A warrior with one on each arm and with no other armor would have AC: 8. Proficient use: A proficient tortoise-blade wielder can parry more effectively than with normal weapons. When parrying, the character gains an additional point of AC benefit per tortoise blade worn. To continue the previous example, if the warrior were 6th level, he would gain a +4 honus plus an additional +2 bonus for the tortoise blades, giving him a parrying AC 2. Specialized use: In addition to the proficient use benefits, a specialized wielder can use two tortoise blades without the normal two-weapon penalties. The specialized fighter suffers no penalty to his attack roll with the first tortoise blade, and only suffers a -2 penalty with the second. Weighted pike Cost: 6 gp Weight: 15 Size: L Type: P/B Speed Factor: 12 Damage S-M/L 1d6 or 1d6/1d12 or 1d4 The weighted pike is an example of a combination weapon, merging the effectiveness of the pike with that of the mace. The 7'-8' shaft of the weighted pike is almost always made of strong wood (agafari, if possible, though these are usually double the price). The pike blade can be metal, but is more often of bone or fang. The weighted, spiked ball is often ceramic, baked right onto the end of the shaft with the glass or metal spikes in place. The damage listed is for when the weapon is used as a pike or as a mace. A nonproficient user can only opt for one of these per round of combat. Proficient use: A proficient wielder can freely change from mace to pike or back again with every attack, even if they occur in a single round. For example, a 10th-level warrior proficient with the weighted pike could attack once with the mace and once with the pike within the round. This assumes, of course, that the character can reposition himself slightly to bring the length of the weapon into play - enclosed spaces are as inconvenient for the weighted pike as they are for other polearm weapons. Specialized use: In addition to the proficiency benefits, a warrior specialized in the weighted pike can swing the mace end using the length of the weapon for greater effectiveness. The warrior can only make one such attack per round, but a hit inflicts 3d6 hp damage regardless of target size. Widow's knife Cost: 5 gp Weight: 4 Size: M Type: P/S Speed Factor: 3 Damage S-M/L: 1d4/1d4 ROF: 2/1 Range S/M/L: 1/2/3 The widow's knife takes its name from the similar harvesting tool often used in the verdant belts by women who have lost their husbands and must work themselves. Finely balanced, the widow's knife is a favorite court weapon and arena specialty. The wide end is preferably fashioned of metal, but can he made of obsidian; bone and chitin are too light to balance the weapon. The handle is carved of wood or ivory, often inlaid with markings peculiar to the owner. Particularly ornate widow's knives can cost many hundreds of ceramics. Hidden within the handle are two spring-loaded prongs, activated by a thumb catch on the handle. Once sprung, the prongs require a full round to reposition. The damage value applies to either the blade or prong attack - for game purposes, they are identical. The widow's knife can he thrown as a missile weapon. Proficient use: A character proficient with the widow's knife can use the spring action of the prongs to greater effectiveness. On a successful attack roll, the wielder can release the spring-loaded prongs to inflict an additional 1d3 hp damage. The wielder must announce his intention to fire the prongs prior to his attack roll, which are then released regardless of his success. Specialized use: A specialized wielder can throw his widow's knife more effectively. First, he can hurl the blade to better catch the air and increase its range; short, medium, and long ranges become 2, 4, and 6, respectively, for the specialized thrower. Second, the warrior can more easily make a called shot with a thrown widow's knife, gaining a +4 bonus on such attacks regardless of range. TACTICS defeting more with less Smarter foes are better than tougher foes Guerrillas and missiles Whether it's because so many fighter characters prefer melee-happy barbarian types or because there are many more magical melee weapons than missile weapons, combat in the AD&D game almost always winds up as a hugger-mugger melee after the spell-casters let fly. This is incredibly wasteful in casualties, especially when good missile weapons are available. Killing at a distance is not only safer for the killer, it also helps even the odds between high- and low-level characters. In the AD&D 2nd Edition game rules, fighter types may make more missile as well as melee attacks per round as they advance in levels. Due to the nature of missile combat, however, this does not always give them the same overwhelming advantage that may be possessed by a fighter carving his way through a kobold horde. In melee combat, a fighter's foes are face-to-face with him, with no chance to avoid his blows if their armor fails. With ranged combat, the enemy has a chance to escape injury or death by employing cover and concealment. Look at the cover and concealment modifiers of Table 44 on page 62 of the 2nd Edition Dungeon Master's Guide) and Table 59 on page 99 in the 2nd Edition Player's Handbook. If an enemy has 25% concealment, that is sufficient to nullify the advantage of weapon specialization in a missile weapon other than a bow or crossbow; with 25% coven he can nullify the point-blank range bonuses of specialization in bows and crossbows. Reducing the foe's chance of hitting your PC with each attack means he will take longer to kill your PC, thus balancing out his ability to make multiple attacks per round. Superior numbers can go hand in hand with the concealment or cover advantage to help cut the fighter down to size. In melee combat, a high-level fighter can slice his way through kobolds in no time. In an archery duel against multiple foes under cover, the odds are all in favor of the more numerous little guys. Tb be sure, low-level enemies have a lesser chance of hitting the fighter; but the advantage of cover gives each one more time to try, and multiple attackers mean more chances of someone eventually scoring a hit. Also, using a bow or other missile weapon properly requires concentration, much as spell-casting does. If a fighter gets hit right before he is about to fire a shot of his own, there should be a 50% chance that he will automatically miss- the fighting equivalent of a miscast spell. With many attacks coming from all sides of him, our fighter might be too distracted to concentrate on any one target. Don't forget the possibility of a wounded foe "playing possum," then attacking again when the fighter's attention turns elsewhere. This can work well in melee combat, too. Guerrilla warfare and missile weapons mix well. Sniper attacks are always at their best when the sniper is under cover, and killing at a distance fits in well with the guerrilla's philosophy of using hit-and run tactics. Guerrillas closing in for melee might have trouble disengaging to flee if the foe is tougher than they bargained for, and you can't tell what level a character is just by looking at him. With bows and slings, the situation is different: The archer or slinger stays far away and under cover, the only indication of his presence being the occasional missile streaking out to wound or kill. It's especially easy for a guerrilla in an ancient or medieval world; bows make far less noise than guns, so sound alone will not help the victim locate his tormentor. Most importantly, in the AD&D game, most fighters choose melee weapons over bows and the like, and most DMs lean toward melee weapons when passing out magical weaponry. Even a sword +5 is useless if you can't get close enough to the opponent to use it. Acid and burning oil are also highly useful. "Noncombatant" women and children can use them in battle with as much success as warriors would (how many fighters have weapons specialization) in grenadelike missiles?), thereby freeing the fighters for other duty. This is also quite realistic for an ancient or medieval world. In ancient history, the women of a besieged city often assisted the defenders by hurling things down on storming parties. Weapons specialization in grenadelike missiles is a new skill introduced in this article. Someone who specializes in throwing such things has an extra 10' added to the usual range of missiles of all sizes (short range for a five-pound or lighter grenade becomes 20' instead of only 10', etc.), due to the extra practice and the muscular strength built up when performing just such actions. There is also an increased chance of a direct hit, because the container has a greater chance of breaking. Assume the thrower knows how to put the right amount of "spin" on a thrown object to increase the chances of its breaking (i.e., failing to save vs. crushing blow). When an expert throws containers, the chances of tough containers failing to save are given a -2 to their saving throws vs. crushing blow (see Table 29 on page 39 of the DMG). Not many PCs will use this skill, but it's ideal for beefing up NPCs. It's not just a question of direct damage, either The temporary trauma of being hit with a grenadelike missile (assuming the contents are harmful) is so great that the target is temporarily unable to do anything for the next round. On pages 93 in the PHB and page 54 of the DMG, look at the heading, "What You Can Do in One Round?' Even a momentary distraction of a PC's attention can be all it takes for a wounded foe to get under cover or out of range, or for a mage PC to be jumped before he can cast a spell. If the grenade's contents are oily, which can cling to the target, you might even increase the helplessness duration by another round or two, until the stuff either flows off, burns off, or evaporates. Burning oil is an especially valuable weapon, because it can start fires on flammable materials on and around the victim, causing more damage than was done by the attack itself. In the "Tucker's kobolds" story, you will recall, the corridor was filled with flammable material that the kobolds set ablaze. (Actually, Tucker wasn't as hard on the group as he could have been. If the kobolds had merely sealed up all openings to the corridor instead of taking potshots at the party, the adventurers would have suffocated en masse as the flames ate up all the oxygen. Not a particularly heroic way to die, but kobolds can't afford chivalry.) Although this intrudes on the "Traps" section, it is a good illustration of the value of burning oil. At an ambush point in a dungeon, stepping on the trigger causes the ceiling to open up. Instead of the standard 10-ton block of stone, however, a mass of dry, flammable material such as paper, cotton, or dead leaves falls on the victim, in such quantities that he is either buried and unable to move, or is reduced to slowly slogging through the mess (50% chance of either happening). Struggling out from under this mess might involve use of the breath-holding rules, possibly with suffocation following (see page 122 of the PHB), while slogging through a pile of tinder would be similar to moving through soft sand or snow (check page 124 of the DMG). After the stuff falls, a pot of burning oil is poured over the mass of tinder from a murder hole in the ceiling, the tinder catches fire, and the victim takes 1d6 hp burning damage per round until such time as he can slog into the clear. (The fire is assumed to have a ventilation source to keep it burning, such as small holes in the ceiling or walls.) If the PC is actually buried in the mess, the flames will either harm comrades coming to the rescue or deter them from making any rescue attempts, leading to more damage or even death for the victim. Remember that it is easier to pile tinder into a ceiling trap than to maneuver a 10-ton block of stone into position. Secret passes Learning secret passes Any PC can learn a secret pass if he joins a fighting school. A PC must accumulate one month's training with a master and make a successful Intelligence check to learn the pass. If the check fails, the PC cannot try to learn that pass again until the next level of experience, but the proficiency slot is not lost. A PC learns a pass only on a specific weapon. Once a PC has learned a pass, however, spending one more proficiency slot on it would allow him to perform that pass with any one-handed sword with which he is already proficient. To learn a Difficult Pass, a PC must have already mastered two Basic Passes. To learn a Master Stroke, he must have already mastered two Difficult Passes. To learn a Death Move, he must have already mastered two Master Strokes. A PC can never have more Difficult Passes than Basic Passes, more Master Strokes than Difficult Passes, or more Death Moves than Master Strokes. To determine which pass a PC's master chooses to teach him, refer to the list of passes for his school and roll the appropriate die. If it is his first pass, roll for a Basic Pass. If he already knows two Basic Passes, roll for either a Basic Pass or a Difficult Pass (PC's choice). A PC can always go back and learn a lower level pass. Fernando trained with the Cavalcante school for eight years before finally learning the Death Move, Surgeon's Knife. After that, he still went on to learn the Battle Royale even though it is only a Difficult Pass. These special combat moves are almost always taught by a master swordsman. A PC cannot teach a move until he has known it for at least five levels of experience, and even then he must acquire permission from his school. Using secret passes The rapier is the most appropriate weapon for these moves, but any one-handed sword will suffice (subject to DM approval). Rapiers receive no penalty; other swords receive a -1 penalty to all secret pass attacks. DMs must use common sense in deciding which passes can be performed with some swords. When a player rolls at least five points higher than his target number in an attack, this counts as an exceptional hit. In combat, any time a PC makes an exceptional hit against an opponent, he has the option to use a secret pass. The degree of success necessary for each type of move is given in Table 1. A player doesn't declare before rolling that he intends to use a secret pass. By rolling well in combat, the PC creates an opening for one of these maneuvers, and he may then choose whether to take it. If too many people are around or he doesn't have an appropriate move available, he may choose to score a normal hit on the opponent. The effect of a secret pass is always in addition to normal damage unless otherwise specified in the description. Some of the passes require a special condition, such as the use of a shield or second weapon or the presence of a certain object. For example, Fernando (an 11th-level fighter) has a THAC0 of 10 with his rapier. Julian has an Armor Class of 3 due to his Dexterity and ring of protection +3, so Fernando needs a roll of 7 to strike him successfully. An attack roll of 15 succeeds by 8 points, so Fernando can then choose to land a normal hit on Julian or use any Basic or Difficult Pass, Master Stroke, or Death Move that he has learned. Fernando, having already been severely wounded, decides to perform the Surgeon's Knife, killing Julian and ending the duel. Fighting schools Secret passes differ according to school. The four most famous fighting schools on the Savage Coast are the Dominguez, Cavalcante, Moncorvo, and Verdegeld schools. No one is ever allowed to join more than one school. These schools distinguish themselves by their differing philosophies. Each school has its own set of secret passes, though some of the basic ones are similar. The schools each employ a few masters, who learn all the passes, and some instructors, who learn most of them. Very selective in choosing their students, these schools often require applicants to pass a test (or series of tests) before joining. Most schools also charge dues to their members, usually around 100 gp per year. This amount does not include any fee or demand made by the specific instructor before revealing a secret pass. The price of learning an individual pass can be as high as 200 gp per level of the pass. The schools each have a secret phrase or signal that lets members identify one another. Someone who performs a secret pass and cannot identify himself as a member of that school could be in a bit of trouble! Dominguez school The Dominguez fighting school originated in Torreon, but it has also become the most popular school in Renardy. It focuses on the two-weapon fighting style, so to be a member of this school, a PC must spend an additional proficiency slot in that style. Dominguez members do not receive the typical -2 penalty to their secondary weapon attacks. Dominguez secret passes Basic passes 1d4 1 Torreoner two-step: This attack can be used only on the swordsman's first attack (in any given round). With it, the swordsman sets up his next attack, which he will use to throw his secondary weapon at a +2 bonus to hit. 2 Swift sting: This attack inflicts a wound to the opponent's sword arm. Foe fights at an attack penalty of -2 until damage is healed. (Effect is cumulative with each secret pass until -10; then, the foe loses all use of that arm). 3 Slow counter-step: This attack automatically puts the opponent off balance until the end of the following round; he has a +2 AC penalty (AC 5 becomes AC 7). This attack inflicts no damage. 4 Dominguez double-dive: This pass can be used only on the swordsman's first attack in any given round. This move is actually two successful attacks, so it also takes the place of the second attack. Damage for both attacks is rolled at a +1 bonus. Difficult pass 1d6 1-2 Kiss of steel: The swordsman hits opponent with weapon hilt; opponent must make a successful Constitution check at a -6 penalty or be stunned, losing all attacks for one round. 3-4 Morales ironsnap: The swordsman pins foe's weapon. If used against an opponent fighting with one weapon, the next attack automatically hits for maximum damage unless the opponent uses his initiative (if he hasn't already used it) to make a successful Strength check, freeing his weapon. If the Strength check fails, his weapon must successfully save vs. crushing blow or break. This attack inflicts no damage. 5-6 Two-handed farewell: No matter which attack it is performed with, this pass inflicts maximum damage for both weapons. This does not negate any other attacks. Master strokes 1d4 1-2 Torreoner block and strike: This attack must be on the first attack in any given round. The first weapon inflicts no damage, but the second weapon does maximum damage if it hits. The swordsman also automatically gains initiative in the next round. If the opponent has not attacked this round, his next hit is effectively parried. 3-4 Manzanas blurring tower: The swordsman whirls blades so quickly that the opponent is confused, missing all attacks until the end of the next round and suffering a +2 AC penalty. Death move Dominguez necktie: The swordsman strikes with both weapons, opening the arteries in the foe's neck. Opponent can no longer fight and dies in 2d4 rounds if a healing spell (cure serious wounds or better) is not used within that time. Cavalcante school The Cavalcante school originated in Texeiras but is becoming popular throughout the Savage Baronies. This school focuses on force. Practitioners prefer moves that display strength and power. To be a member of this school, a PC must have a Strength of at least 13. Cavalcante Secret Passes Basic passes 1d4 1 Agueira's salute: This attack is a crushing blow to the opponent's head. It gives a +2 bonus to damage; the opponent must make a successful Constitution check at a -4 penalty or be stunned, automatically missing his next attack. 2 Cavalcante's charge: The swordsman implements a forceful forward attack. The opponent must make a Strength check at a -4 penalty or be forced backward 1d4+2 steps. This is especially useful when fighting on a ledge or cliff. 3 Baronial masquerade: The swordsman distracts the opponent and rushes in, knocking foe's weapon to the ground. The swordsman automatically gains initiative next round and a +2 bonus on his next attack. This attack inflicts no damage. 4 Texeiran trounce: The swordsman attacks forcefully enough to knock foe off balance. The opponent must make a successful Strength check at a -4 penalty or be thrown to the ground. His next initiative must be spent picking himself up. Difficult pass 1d6 1-2 Iron lunge: The swordsman doubles the damage rolled for this attack and adds +2. 3-4 Battle royale: The swordsman runs his sword through the opponent, doing maximum damage. The opponent must make a successful save vs. paralyzation at a -2 penalty or flee. 5-6 Shattering ram: The swordsman strikes foe's weapon with his own sword, using massive force. The opponent's weapon must successfully save vs. crushing blow or be shattered. This attack inflicts no damage. Master stroke 1d4 1-2 Scarlet veil: The swordsman gouges out one of the foe's eyes. Opponent receives a -2 penalty to all attacks and initiative rolls and a +2 AC rating penalty until the eye is magically regenerated. If both eyes are gouged out, the foe suffers a 4-point penalty to all the above. 3-4 Sudden squall: The swordsman successfully hits for maximum damage and grabs a nearby object, hitting the opponent for an additional 1d8 hp damage plus any Strength bonus. Death move Surgeon's knife: The swordsman disembowels foe. Opponent can no longer fight and will die in 2d4 rounds. Only healing spells (cure serious wounds or better) can be used to repair this damage. Moncorvo school The Moncorvo fighting school is a favorite of swashbucklers all over the Savage Coast. This school originated in Vilaverde and still has its headquarters there. To be a member of this school, a PC must either have the tumbling proficiency or a Dexterity of 13. This school also favors the use of a buckler. Moncorvo Secret Passes Basic passes 1d4 1 Hidalgo death wish: This attack inflicts a wound to the opponent's side. Foe suffers an AC penalty of +2 until the wound is healed. (Effect is cumulative with each pass until the opponent's AC is 10; then, the attack inflicts double damage.) 2 Rapier's harvest: The swordsman can cut any single nonliving object within reach, such as a pouch, rope, candle, belt, or any object that can normally be cut by a rapier. This attack inflicts no damage. 3 Baronial panache: The swordsman's spectacular skill requires foe to make a successful save vs. paralyzation or flee. 4 Silk and steel: This attack lets the swordsman swirl a cloak to confuse his foe and entangle opponent's weapon, causing him to automatically miss the next attack. Difficult passes 1d6 1-2 Master seal: The swordsman carves a personal mark into the foe's forehead or clothing. Scar requires regeneration to erase. 3-4 Swordsman's gambit: The swordsman tumbles under the foe's weapon and adds an extra 1d6 damage on this attack. 5-6 Vilaverdan slip: The swordsman skillfully steps around a foe blocking the way (including through a doorway), automatically gaining initiative in the next round and a +2 bonus on his next attack roll. Master strokes 1d6 1-2 Inigo's rebuke: Swordsman creates an opening for 1d3 extra attacks, which he must apply immediately. 3-4 Swashbuckler's eyebrow: The swordsman slashes the opponent on the forehead, inflicting maximum damage and temporarily blinding foe, who attacks with a -2 penalty for the next two rounds. Death move Moncorvo's Heartbreak: The wordsman pierces foe through the chest. Opponent can no longer fight and dies within 2d4 rounds if not healed magically (cure serious wounds or better). Verdegild school The Verdegild fighting school originated in Eusdria. Popular with both paladins and honorbound, this school teaches that superior skill is shown through control. Anyone can kill an opponent, but a superior swordsman can prove his skill without causing death. A duel ends when an opponent is disarmed or, occasionally, at first blood. Though practitioners of this style do not like to kill, they will defend themselves to the death if no other alternative presents itself. Verdegild secret passes Basic pass 1d4 1 Corsair's handshake: This disarm attack works even against an opponent using the two-weapon fighting style. Opponent must make a successful Strength check at a -4 penalty or drop all weapons he is currently holding. This attack inflicts no damage. 2 Paladin's reverence: This attack inflicts a wound to the opponent's leg. Foe suffers a -2 penalty to initiative rolls until the leg is healed. (Effect is cumulative with each pass up to a -10 penalty; then, the opponent loses use of the leg.) 3 Swordsman's slice: The swordsman can cut any single nonliving object within reach, such as a pouch, rope, candle, belt, or other object which can normally be cut with a rapier. This attack inflicts no damage. 4 Show of force: The swordsman unbalances foe and forces him backward. Opponent must make a successful Dexterity check at a -4 penalty or be knocked to the ground. His next action must be used to pick himself up. The swordsman can choose to execute this attack for no damage. Difficult pass 1d6 1-2 Royal display: The swordsman makes a flourish with his blade, demonstrating such superior ability that his opponent must make a successful save vs. paralyzation at a -2 penalty or surrender. 3-4 Knight's accolade: This attack inflicts damage to the opponent's sword arm. Foe fights at a -4 penalty to all attack rolls until arm is healed. (Effects are cumulative the first two times this is used; after that, the opponent can no longer use that arm.) 5-6 Eusdrian standoff: The swordsman locks swords with the opponent, closing in until they are face to face. This effectively prevents any sword attacks by either of them until someone steps away. If the opponent steps away first, the swordsman automatically gains the next initiative with a +2 bonus on his attack roll. However, the opponent can attempt a Strength check at a -6 penalty to push the swordsman away; if he succeeds, neither receive any subsequent bonuses. Master stroke 1d4 1-2 Musketeer sundown: This attack inflicts a hard blow to the side of the opponent's head. Foe must make a successful Constitution check at a -8 penalty or fall unconscious. This attack inflicts half damage. 3-4 Honorbound's courtesy: The swordsman disarms the opponent and shreds his garments over a vital area. The opponent must make a successful save vs. paralyzation at a -4 penalty or flee (if there is room) or surrender. The swordsman can choose to execute this attack for no damage. Death move Verdegild's sentence: The swordsman severs (or at least completely disables) opponent's sword arm at the elbow; opponent's hit points are automatically halved, and he must make a successful system shock roll or fall unconscious. He will bleed to death in 1d4 hours if not healed, magically or otherwise. The basis In the AD&D" game, the rules for resolving melee are concise and simple. This promotes role playing and heroics over the secondary details of precisely how a blow strikes or misses. This simple system fulfills its function admirably. However any tactics besides running away instead of fighting are neglected as a result. Luckily, as the system is open-ended, rules simulating a defensive or offensive posture in melee can easily be added. Many games in which man to man combat is an integral part permit characters to parry, dodge, or otherwiae negate blows by allowing combatants to roll against an appropriate skill or ability. This gives players a greater feeling of control over what happens to their characters during melee. Unfortunately, such a system makes additional rules references and die rolls a necessary evil that slows down the action. In the AD&D game, where minutes of game time are ideally resolved with but a few qu'ck tosses of the dice, such a system is not desirable. Likewise, systems that allow the employment of very specific strikes and similar actions do not truly belong in most AD&D games, where much of the activity in a melee round is assumed and comes to life only when narrated by a Dungeon Master. The rules here present a set of closecombat tactics that allow combatants to better control their actions in the midst of battle. These rules create the various strategic poaaibilities of melee without changing the existing game rules or causing the need for additional die rolls each round. Note that the AD&D 2nd Edition rules offer a simple solution to the problem of the lack of possible options in melee by introducing an optional parrying rule (Player's Handbook, page 100). Unfortunately, this rule is an all-or-nothing affair. Beaides being of limited use to a primarily low-level game, this does not address the possibility of any tactic other than a defensive one. Since the parrying rule in the PHB and melee-tactics system presented here do not work together consider the rules here as a possible replacement to the parrying rule for those who want to add a little more substance to their AD&D game battles. The basics Page 105 of the AD&D lst Edition Players Handbook contains the passage: "The 1 minute melee round assumes much activity-rushes, retreats, feints, parries, checks, and so on. Once during this period each combatant has the opportunity to get a real blow in:' Building on this statement, one can conclude that a tactically minded warrior can decide how much he lets his guard down when attempting this blow. Likewise, a desperate warrior can attack with complete abandon, neglecting the evasions and parries assumed to be a part of the melee round. This can easily be simulated in combat by allowing combatants to select from five styles of fighting: normal attack and defense; active defense; full defense; active attack; and full attack. The "normal attack and defense" style of fighting uses the standard AD&.D rules for melee combat, assuming a generally equal distribution between offensive and defensive actions on the part of any given combatant. Used extensively when combat is between fairly balanced forces, with neither side having gained the upper hand, normal attack and defense is the most commonly used melee tactic. Though not an addition to the rules, the normal mode of attacking is shown here for the purpose of comparison. It is the midpoint on which the following offensive and defensive tactics are based. In all tactics that follow, the modifiers to hit and to armor class are cumulative with bonuses and penalties for strength, dexterity, magical bonuses, weapon proficiency, weapon specialization, and other situations. The armor-class modifiers apply only to the final armor class of the attacker, not his armor type (a distinction important if weapon type vs. armor modifiers are used in an AD&D lst Edition game). Tactic initiative modifiers are applied to the initiative die roll. Modifiers for the AD&D lst Edition game are applied to the ld- initiative roll, where the highest roll wins, but applies only if every combatant on the side of the battle in question uses the same tactic. If individual initiative dice are rolled, the appropriate modifiers are allowed only to those combatants using these tactics. T^ctic modifiers for the AD&D 2nd Edition game may be applied to either the optional group initiative or individual initiative system of the AD&D Znd Edition game (see pages 94-95 of the Player's Handbook). If the standard initiative system is employed, tactic initiative modifiers affect the 1d10 roll only when everyone on one side of the fight is employing the same tactic. Active defenee: This allows some attacking when an obvious advantage presents itself, but there is an underlying commitment to defensive movements during the course of the melee round. Depending on the individual performing the action, active defense may consist of quick dodges and circling maneuvers, a raised and braced shield, a bladed weapon extended in a ready position to keep opponents at a distance or to abruptly strike if they come too close, etc. A warrior who must delay an enemy until aid arrives, or employs the active-defense tactic. Another common use of this tactic is by cautious fighting men who want to "feel their opponents out" for a round or two to get an estimate of their opponents' abilities, with some insurance against a quick death dealt by a vastly superior foe. A shield-bearing character using active defense has a -2 penalty on his attack rolls and a +2 bonus to his armor class for the round. A character without a shield gains only a + 1 bonus to his armor' class with a -2 penalty to hit. Thus, a ranger with leather armor and a shield who uses active defense has a frontal armor class of 7 -2 = 5; if he had no shield, the ranger would have AC 6. Llsing the AD&D lst Edition rules, a character using this tactic has a -1 penalty on initiative. In AD&D 2nd Edition rules, there is a +2 initiative penalty with this tactic. Full defense: 'This tactic is akin to active defense but to a more extreme degree. The defender abandons all offensive actions in lieu of protective stances, blocks, and evasions. A character who is so hadly wounded that the slightest blow is sure to slay him often utilizes this tactic in the hopes that he can survive long enough for his comrades to win the day. A character using this tactic cannot make any attack rolls at all; nor can he cast spells of any sort. If he has no shield, he gains a +2 bonus to his armor class for that round. If he has a shield, he receives a +4 bonus on his armor class for that round, excluding all shield bonuses. Initiative rolls are irrelevant, since the character takes no action other than to defend himself; he cannot run away while using this tactic. Thus, a ranger in chain mail with a body shield using full defense has an armor class of 4-4=0 to his front and flanks, but he has AC 5 from the rear. If he had no shield, he would have AC 2 from the front and flanks. A body shield used in this manner offers a total bonus of +6 to armor class vs. normal missile fire (excluding objects hurled by giants or siege engines); this bonus is in addition to all shield bonuses. Protection from missile fire applies only in the direction from which the missiles are coming. Full-defense, dexterity, and shield bonuses to armor class apply only to the character's front and flanks, not to his rear. The ranger in the previous example would be AC -2 vs. arrow fire from orcish archers to his front, but not to those from either flank or to his rear. Active attack: This offensive tactic is characterized by the launching of a series of well-aimed attacks in the effort to land an effective blow. Of course, the attacker doing this must abandon a great deal of caution, lower his guard while winding up for the enhanced attack, and accept a greater chance of being struck by the enemv. This tactic is used when fighting foes with good armor classes and in situations when it is important to hit an opponent quickly. A character making use of this tactic has a + 1 bonus on all attack rolls that round and has a -1 penalty to his armor class for the round. No armor classes above (worse) than 10 are possible. The attacker can use a shield of medium size or smaller with this tactic, but a larger shield is too clumsy to handle with an active attack. In lst Edition rules, use of this tactic entails a + 1 initiative bonus for the attacker; in 2nd Edition rules, there is a -2 bonus to initiative. Full attack: This tactic emhodies a simple idea: to hurl blow after blow at an enemy without pausing to ctodge or parry. Full attack is a strategy of the foolhardy, the desperate, the berserk, or the extremelv well armored. This tactic does not replace the charging rules in either edition of the AD&D game books, as it is not the same thing (see the lst Edition DMG, page 66, or the 2nd Edition DMG, page 59). A character may not charge and use the fullattack option in the same round unless he is entitled to more attacks after the initial charge in the same round (see "Special cases"). No bonuses are gained by bracing a weapon against a foe using this tactic. A character utilizing this tactic has a +2 bonus on to-hit rolls and a -2 penalty to his armor class for the round. No armor classes above (worse) than 10 are possible. No shield can be used by the attacker, and no dexterity bonuses for armor class are applied. Using lst Edition rules, the initiative modifier for the attacker is a +2 bonus; for 2nd Edition rules, is a -3 bonus. For example: Trad, a fighter with an average dexterity and leather armor, performs the full-attack tactic. When he is attacked that round, Trad suffers a -2 penalty on his normal armor class of 8, resulting in an armor class of l0 for the round. If Trad had no armor to protect himself (AC 10), the full attack option would still leave him with AC 10. Optional rule: Berserker NPCs (as per the Monstrous Compendium, "Men") may he allowed to use the full-attack routine while doubling their normal number of attacks per round, to make their attacks more deadly. Thus, a 7th-level warrior who was a berserker could attack three times per round at +2 to hit, but would otherwise be subject to all the restriction given in this article for full attacks. Close-Combat Tactics Table Attack Initiative Armor claas Tactic modifier modifier   modifier    Active defense -2 penalty -1/+2 penalty +1/+2 bonus Full defense nil nil - 2/ +4 bonus * * * Active attack + 1 bonus + 1/ -2 bonus -1 penalty Full attack +2 bonus +2/-3 bonus +2 penalty * Figures before the slash are for the AD&,D lst Edition game; those after the slash are for the AD&D 2nd Edition game. * * Figures before the slash are for combatants not using shields; those after the slash are for those with shields. * * * + 6 bonus with a body shield vs. small missiles. Tactics in play To use one of these tactics in place of attacking and defending normally, a player must declare his desire to do so at the beginning of a melee round before any initiative rolls are made. All appropriate modifiers are then applied for the tactic declared, as per the Close-Combat Tactics Table herein. At the end of the round in which the tactic was used, the person who employed the tactic may either keep using that tactic, change tactics, or attack normally in the next round. To save the DM the trouble of asking each player in turn if his character is using a tactic or is attacking normally at the start of each round, it is generally expedient to assume that any given combatant will always employ the same tactic used on the previous round, unless the player controlling the combatant specifically declares otherwise before the initiative roll. Any character using a melee weapon with which he has proficiency or specialization is free to employ any tactic he desires. These tactics are not restricted to the fighter class. Subject to the DM's discretion, some weapon-using monster and humanoid types can be disciplined enough to perform these tactics. Someone wielding a weapon without proficiency in that weapon may not use any of the offensive or defensive tactics listed here. The following is an example of how these rules might be used in play: DM: "Avorak, you're in the doorway to the central chamber. You were seriously wounded by the ogre guard after you missed it with your broad sword. It's a new round, so roll initiative:' Avorak's player: "How far back down the passage is the rest of the party?" DM: "About eighty feet:' Avorak's player: "I don't want get bashed again. I'm going to use full defense as I withdraw back toward the rest of the party. That makes my armor class of four go down to zero:' DM (after referring to a table and rolling a die): "All right. You raise your trusty shield, and crash! You parry the ogre's club and step out of his way:' From this example, it is apparent that close-combat tactics in melee allow those engaged in combat a greater variety of possible actions and provide a vehicle on which game-enhancing role-playing can be based. Beyond this, the use of the system can aid players and DMs in the narrating and visualizing of combat scenes that might otherwise be a meaningless test of dice-rolling with little strategy involved to spark interest. Special cases Multiple attacks: The attack modifier of a tactic being used by a warrior with more than one attack per round is applied to each attack the warrior can make that round. The initiative modifiers of the tactics given here are not affected if the user is capable of multiple attacks. They are exactly the same as in standard situations and are applied in exactly the same way as with tactics' uses by those with only one attack per round. The armor class modifiers for tacticsusing combatants with more than one attack are implemented normally; they simply are applied as shown on the CloseCombat T^ctics T^ble. Fighting men who get 3/2 or 5/2 attacks per round use tactics normally, with one exception. These characters must use one tactic per set of attacks (3 or 5 as above), not per round. This means that a fighters with 3/2 or 5/2 attacks per round must keep the same tactic for two consecutive rounds-the time needed to make one set of attacks. Multiple weapons: The same rules for tactics that apply to those capable of multiple attacks with a single weapon also apply to any character getting extra attacks through the use of two weapons at once (see the lst Edition DMG, page 70, or the 2nd Edition Player's Handbook, page 96). Note that most characters using two weapons will suffer penalties for using more than one weapon in combat. Be sure to figure these penalties in when adding a tactic's bonuses and penalties. Multiple natural attacks: Humanoid beings that attack using armor and weapons, much like player characters, use these rules normally. Nonhumanoid monsters and animals that rely on natural weaponry must abide by certain strictures when they employ close-combat tactics, unless the DM sees any reason why the monsters in question should be excluded from using tactics (centaurs, for example, might use all such routines). Monsters such as these are limited in their use of tactics in that they may only employ the active-defense and active attack options. This is because the use of natural weaponry is usually little more than undisciplined instinct refined by whatever intelligence the creature or animal in question possesses. Also, it is difficult to perform complex parrying or chopping maneuvers with claws and teeth. Optionally, humanoid beings larger than ogres may be placed in this category. When tactics don't apply There are some situations that occur in melee where close combat tactics may not be employed. When a surprise attack is made, as from behind or from an invisible being, tactics may not be used by the attacker Similarly, when attacking a sleeping or defenseless opponent, the attacker cannot use these tactics. This is because the use of tactics entails performing certain types of actions for an entire round, and these are not the same actions as making a sudden, telling stroke from surprise. Surprise situations are covered by their own melee rules. The armor-class modifiers gained from tactics uses do affect missiles being fired at the tactics' user. The erratic dodges of a defensive-tactic user can easily foil a bowman's aim just as the predictable movements of an offensive tactic user can aid it. Conversely, tactics cannot be used by anyone wielding a missile weapon, since the discharging of missiles generally requires the firer to stay still or at least move with smooth, predictable motions. Conclusion The easiest way to make the tactics system an option in your AD&D game is to have the other gamers in your group look over this article. Then make two copies of the Close-Combat Tactics Table and affix the information to both sides of the local DM's screen or to anything else in every  one's view. That should be more than sufficient provision for anyone wanting to have their character employ melee tactics in the game. NEW RULES Armor is dangerous Armor is useful stuff in a fight. It protects the body from cutting and crushing weapons wielded with lethal intent; only gunpowder made it obsolete. Despite this, many people want games to reflect the faster-moving, more agile heroism popular from films and TV, from Errol Flynn's Robin Hood, to Robin of Sherwood. It's called swashbuckling. Many rules have attempted to cover swashbuckling alongside the more straightforward heavy-armor fighters. The problem these rules have is simple: armor _does_ protect the wearer from injury, and an unarmored person fighting someone in full plate will probably lose. Some games try to get around this by introducing magical amulets that protect their wearers as well as the heaviest armor; some have special rules that give increased Dexterity bonuses for lightly-armored fighters or thieves. Unfortunately, these rules make a false assumption about how best to help lightly-armored fighters compete with the heavy brigade. They assume that the goal is to make the lightly-armored fighter as good as a heavy fighter at standing toe-to-toe, swinging weapons until one of them falls over. This is not how swashbucklers act in the movies, and it ignores all the advantages of being lightly-armored. Most importantly, it is not swashbuckling, merely lightly-armored fighters that act just like heavily-armored ones. True swashbuckling uses the swashbuckler's intelligence, wit, and panache to overcome armored foes, not rules fixes. Whatever game system you use, swashbuckling can flourish, provided that the DM encourages it and applies the rules intelligently. Some rules suggest that armor is effectively weightless, and neither slows wearers down nor restricts their vision. Anyone who has ever worn real metal armor knows that this is simply untrue! To use such a system, while maintaining a swashbuckling approach, apply the rules with a splash of common sense. The easiest way to get PCs out of armor is to rule that in your campaign, armor does not exist, or is otherwise not available to the PCs (it may be forbidden to commoners, for instance). However, if you don't wish to exclude armor entirely, but would still like to encourage swashbuckling PCs, then you need an indirect approach to achieve a balance between armored and unarmored warriors. The first step is to consider the problems of armor. Comfort Metal armor is hot and uncomfortable to wear. Historically, the Viking invaders of England in 1066 lost the battle of Stamford Bridge because of this. Many of them decided that it would be too much bother to wear their armor on a hot day. They were caught unawares by an English army, and massacred. Even more dramatically, many European knights on the Crusades actually died of the heat in their metal armor. In gaming, the DM should remind players that their characters are uncomfortable if they insist on wearing their armor in hot, wet, or other bad weather. PCs with low Constitutions might have to make saving throws against death magic, to represent heat stroke and the like. If a character fails, he suffers a -1 penalty to attack rolls, saving throws, and ability checks for each step of armor above AC 7 (for example, a fighter in plate mail and shield would suffer a -5 penalty). The penalty is calculated using only the Armor Class that results from items that are worn, not from magical bonuses or Dexterity. The maximum penalty is -7, for PCs wearing full plate and shield. NPC fighters might take the lead in this regard, removing their armor when it is not required, and making comments about PCs who refuse to do the same. If the PCs are reluctant to emerge from their shells, the DM should be careful not to take advantage of them. If the PCs suffer too many ambushes or emergency encounters, the PCs will go back to armor, claiming (rightly) that it is too dangerous! Weight Armor is heavy, and uncomfortable to wear for long periods. In the battle of Stamford Bridge, mentioned above, reinforcements ran from the Viking ships to join the army fighting the English. Many of those who ran in armor dropped dead from the exertion. Later plate armor was better-balanced and easier to wear than the mail shirts of the earlier Middle Ages, but both types were heavy, and worn only when necessary. In gaming, rules may be necessary to remind players that wearing armor all the time is tiring. Characters with low Strength might have to make saving throws against poison to avoid exhaustion. An exhausted character is too feeble to do more than move at half normal speed and defend himself in combat; he cannot cast spells, run, or attack. In games using fatigue points as well as hit points, wearing armor for long periods should inflict fatigue point losses. If the game suggests that armor is not encumbering, it needs tweaking to reflect reality. Mobility Armor slows you down and makes fine manipulation harder. Archers should not be able to wear armor on their arms, or heavy gloves of any kind, if they want to fire their bows. It is difficult to move quietly while wearing armor. This is only partly because of the clanking of metal; mainly, the armor's weight and bulk make the wearer cumbersome and more likely to bump into things. In the game, use rules that penalize armored characters attempting to climb, sneak, ambush, fire bows, or perform any other action requiring good coordination. A PC in armor cannot move as quickly as one in ordinary clothes, and thieves will doubtless have learned this - a thief can outdistance a pursuer in armor, jump over a wall, and race up to the rooftops before the victim can raise the alarm. Characters without armor can give chase; which victim will thieves choose? 4) Perception Helms cover the ears. This makes it harder to hear, especially to hear someone sneaking up behind. Helms also restrict the wearer's field of vision and make it harder to turn the head. Add the noises made by heavy armor and the fact that wearers of armor are slower, and it is no wonder that thieves find armored types make good victims. Even without thieves, the loss of perception caused by wearing a helm can be inconvenient because it eliminates peripheral vision. Anyone wearing a helm is unlikely to notice attackers coming from the side or behind, or to spot movements in the forest that may be an ambush. Ambushers and others should be more likely to surprise anyone wearing a helm (How much more likely????). Costs Armor is designed to block solid blows. When it does this, it gets damaged. Even without this damage, it still rusts - stainless steel is a 20th-century invention. Armor is not only expensive to buy, but it also requires constant, expensive maintenance - even if a skilled armorer is available. Horses are another hidden expense for armor - because armor is heavy, bigger and more expensive horses are needed to carry the armor-wearer. It would be reasonable to rule that the cost of maintaining armor is 5% of its original cost per month (100 gp/month for field plate, 200-500 gp for full plate!). This amount would be higher in wet conditions, and even more in salty conditions (by the sea), or when it takes a lot of wear and tear. Ordinary riding horses for armored fighters cost at least 10% more than the equivalents for the unarmored characters. Social Factors In towns, cities, camps, homesteads - anywhere where attack is not expected imminently - people do not expect the PCs to wear their armor. If the PCs insist on wearing it, people may get suspicious and wonder if the PCs intend to make trouble. In some circumstances, armor is simply not allowed: at court, for instance. Likewise, local taverns may have dress rules. Cities or towns may find that a ban on armor is easy to enforce and keeps the peace almost as well as a ban on weaponry; PCs who insist on wearing armor may find themselves arrested on suspicion. In a more extreme case, a society may regard certain forms of armor as appropriate only for certain people. If plate armor is restricted to the aristocracy, PCs of the lower classes had better take it off or be prepared for trouble! Where armor is not banned, people nonetheless expect the PCs to remove their armor during harmless pursuits such chatting up the barmaid or playing cards in the local tavern. They probably expect large weapons (anything two-handed, or even anything bigger than a knife) be left behind. If the PCs break the unwritten rules of social behavior, people will regard them as odd or even dangerous. What would you think of a member of your gaming group who always wore a diving suit and kept a harpoon gun in hand? The same reaction is likely for PCs who go around heavily armed and armored without a good reason. Terrain Sometimes it is very foolish to wear armor, for example, in battles at sea. The ground is shifting and uneven, slippery with sea-water, obstructions that hinder movement, and the possibility of being knocked overboard. It is difficult to swim in armor. Armor is also unwise in thick forest, soft marshland, and so on. If the DM designs scenarios with the intention of encouraging the PCs to take off their armor, such settings are particularly useful. Bandits and other creatures in such terrain are lightly-armored and adept in getting around. If the PCs wear heavy armor, the bandits can run rings around them, popping up from behind a tree to fire an arrow, then disappearing before the PCs can reach them. The PCs who don't know what armor is appropriate may learn quickly if they are worn down by attrition. Logistics It takes time to put on armor. The simplest armor is the mail shirt, which consists of a padded coat with mail above. The moments it takes to pull that mail shirt on may be critical. Donning full plate armor takes 10 minutes or more, with the help of an assistant who knows which piece goes where. Obviously, no armor can actually be donned during a fight. An armor-based fighter taken unawares by enemies is at a disadvantage that a swashbuckler, accustomed to fighting without armor, is not. Wounds Most DMs may not want to use this penalty, but remember that in order to bind wounds, you must first reach and clean the wound. If the wound is beneath armor, the armor must be removed. A swashbuckler's shirt tears easily to allow treatment, but armor is designed to be tough. Time can be crucial if the person is bleeding to death. always wear your best suit Appearances count in fantasy campaigns, particularly for fighters,cavaliers, paladins, and other glory-seeking warriors. If such warriors are short on impressive magical items, then with or without decoration - be it enameling, engraving, or plating with a unique metal - you can make even mundane weapons and armor unique and attractive. Herein are some suggestions for outfitting fighters, whether magical arms and armor are available or not. Assuming that the majority of weapons, suits of armor, and horse barding in the many AD&D(R) game worlds are forged from iron and steel, much room is left to elaborate on various means of decoration and various optional metals to be used as either base material or plating. Some campaigns may limit the metals and means of decoration that are available; a land still in its Bronze Age will not likely employ mithral. The DM must place restrictions as he sees fit to harmonize these guidelines with his game world. The decoration of personal arms and armor can indicate the identity of the owner and his social class, or can simply be an expression of current fashion. Decoration beautifies and increases the value of many items, bringing both greater wealth and distinction to the owner. The knowledge that he alone owns plate armor made by a famed craftsman, or a sword forged of a metal not employed in his native land, can do much for a warrior's social standing, if not his ego. Decoration need not be based upon an individual's personal taste. Rather, it may indicate membership in an organization or nationality in much the same way heraldry does. For instance, mercenaries of the Bloody Hand Company may all carry swords with hilts enameled red; soldiers from the royal palace may wear silver-plated armor; and so on. Almost any combination of the various methods of decoration described below can be used. By employing one or more of them, players and Dungeon Masters alike can create interesting items of worth to enhance everything from individuals to entire societies. Enameling Applied to a suit of armor or horse barding, enamel certainly makes a character stand out in a crowd, regardless of the color of enamel chosen. Red and black, because of their association with blood and death, are commonly favored colors among warriors. The enameling has no effect whatsoever on combat, nor does it significantly increase an item's encumbrance for game purposes. However, the value of the item is generally increased by 10% if properly enameled. Enamel cannot be used on leather, studded leather, or padded armor, and is rarely used to coat more than the hilt or handle of most weapons. Limners and some specialized armorers can do enameling; see Table 1 for details. The drawback is that enameled items frequently chip and flake, especially during rigorous movement or combat, decreasing their overall value. Thus, enameled armor and weapons must be touched up frequently. This repair work costs 1-10% of the original value of the repaired item. Engraving Engraved armor became popular in 15th-century Europe and was common-place among kings and lesser nobles. it was worn at ceremonies and social functions, and soon became a mark of social status and high fashion.By that time, because of the increased use of gunpowder, armor was of little military use anyway. In pre-gunpowder fantasy worlds, PCs may still deck themselves out in such finery.Simple engraving denotes uncomplicated lines and basic etchings on the armor or weapon in question. Table 1 gives details on fees, time involved, and results. Simple engraving on a short sword costs 16 sp, but the finished sword is worth 12 gp. Complex engraving, in addition to adding complicated decorative etching and symbols, includes the addition of heraldic devices and nonmagical runes and script. Table 1 has details on this type of work. The fee for having a two-handed sword engraved with complex designs is 15 gp, but the new value of the sword is 60 gp. Elaborate engraving denotes fine, original artwork, incredible detail, and the overall resulting beauty of the item worked upon. The fee for this type of work is equal to the item's original cost; see Table 1 for other details. Simple plate mail can be worth 2,000 gp, and a dagger worth 10 gp! Engraving work is generally reserved for various types of plate armor,but leather and studded leather may also be worked, as well as shields and various weapons. These items so decorated are not proper for combat purposes; if they are taken into battle or into any other situation in which the DM decides they incur damage, they lose 1-20% of their value, and repair work may not be possible. Damaged metallic items (plate mail, barding, etc.) with simple engraving have a 25% chance of being suitable for restoration; metallic items with complex engraving have a 10% chance of being suitable for restoration; all leather items and those metallic items with elaborate engraving cannot be restored at all. Repairs, when possible, cost 25% (for simple engraving) or 50% (for complex engraving) of the original value of the damaged item. It is easy to see why this type of decoration is so often reserved for social functions.Unfortunately, professional engravers are few and rare, and their work is highly coveted by kings and noble lords. It will be difficult for the average character to obtain the services of such an individual, because it is not just a matter of having the money available. A king may want to keep all high-quality work for himself. Elves are master engravers, and the DM may add 25% to all stated fees and 50% to all resulting values of the items obtained through elves. Gnomes are also quite skilled and may add 15% and 30% to these values, respectively. Metal plating Silver, electrum, gold, and platinum are generally considered too soft for the forging of armor and weapons used in combat. However, it is possible to have a character's arms and armor plated with such. Copper, bronze, mithral, and adamantite platings are also available, even though these latter metals can be used as pure or alloyed base materials for making metallic items. Some fighters simply can't afford such extravagances as mithral and adamantite, but they won't settle for anything less than silver or gold. The process of plating with any metal will cost the buyer the exact value of the item to be worked upon; the buyer must also provide the armorer with the equivalent of 25 coins of the desired metal (see Table 2 for other details). Plating has no effect on combat, nor does it add to the encumbrance of the plated item. Any sort of engraving on precious-metal plating can create a valuable item indeed. New metals Iron and steel are the metals commonly employed in the making of arms and armor in most AD&D game worlds. Man, however, did not always have access to these superior metals-and in most fantasy worlds, even better metals are available. Here are a few metals for use in forging armor and weapons, with the bonuses and penalties they incur. Copper: One of the first metals to be used in the making of armor, weapons, and various other utensils, copper is a relatively soft metalcompared to steel or iron. (Try hammering a penny to see how pliable it is.) Any weapon forged from copper will break if it makes a natural to-hit roll of 1, 2, or 3. Likewise, copper armor is two armor classes below what it would normally be (a suit of copper chain mail would be AC 7), but it is much lighter than a normal sort of armor (see Table 3). Copper tarnishes quickly, so copper items require weekly upkeep to look nice; otherwise, they eventually turn blue from oxidation. For all their penalties and problems, copper items are beautiful when polished and cared for. Bronze: An alloy made from copper and tin, bronze is an attractive metal but still inferior to common iron and steel. Table 3 reveals the costs and penalties of using bronze in making armor and weapons. [The bronze plate mail in Unearthed Arcana, page 75, uses leather or padded underarmor instead of chain mail, and it is not constructed like normal plate mail - back protection is worsened, and the armor is very heavy.] Like copper, bronze is beautiful when cared for properly. Meteorite iron: This material is composed of iron and carbon, and is exceptionally good for the making of weapons and armor. Divine intervention may warn a character of a meteorite strike, even allowing him time to set up a forge and work the metal while the meteor is still hot; Table 3 has details on this metal's use in weapons and armor. The weapons and armor made from meteorite iron are often considered holy and are frequently magicked into greater weapons still. Excalibur was one such weapon made by this process. Mithral: Coveted by elves, mithral is a rare and beautiful silvery metal, quite superior to iron and steel. Armor and weapons forged from mithral-alloyed iron are generally only obtainable from elves. The elves almost never sell mithral, so unless the item is a gift, the average adventurer would never have a chance of owning anything made from it. Table 3 has details on mithral-alloyed items. [Interested readers can consult DRAGON(R) issue #123, "Fire For Effect!" for more details.] This rare metal is made rarer still because of the extensive hoarding practiced by the elves. Some of this race's greatest magical weapons are forged from mithral. Adamantite: Superior to and even rarer than mithral, adamantite alloys are second to none in terms of strength. Adamantite itself is pliable but very difficult to work when alloyed. Adamantite can only be found deep beneath the earth, and so the black metal is very hard to obtain; human miners simply don't go that deep. Drow, the dark elves, are rumored to have an abundance of it, but they have somehow tainted the forging process with their dark magicks so that drow-forged adamantite immediately deteriorates when exposed to sunlight on the surface world. Luckily, a few clans of deep-delving dwarves have come across the metal and utilized it to meet their own needs. The few adamantite-alloy items that exist on the surface world are most certainly dwarf-made. [See DRAGON issue #123, "Fire For Effect!" for other details.] Conclusion These suggestions can put more variety into a game, allowing the players to make their characters unique. Aside from this and the overall increase in value of common arms and armor, decoration allows for many role-playing situations. An engraved, gold-plated suit of plate mail can sweeten the pot in a joust in which the armor is exchanged or ransomed at the end. Perhaps the local king or lord will present a beautifully crafted suit of mail or an elaborately decorated sword to a character who has performed some great deed in service to the realm. Such items will sometimes be found in treasure hoards. The Dungeon Master can make them available in many ways. Remember: The mundane need never be dull and boring. Table 1 Decorations for Arms and Armor Decoration Cost of Increase in Time method decoration * value of item* required Enameling 5% 10% 1-6 days Simple engraving 10% 50% 1-2 weeks Complex engraving 50% 100% 1-3 months Elaborate engraving 100% 300-500% 7-12 months * Figure given is a percentage based on the normal price of the item decorated. Table 2 Plating With Precious Metals Usable Cost of Increase in Time metals plating value of item* required Copper 100% +10% 1-4 weeks Bronze 100% +25% 1-4 weeks Silver 100% +50% 1-4 weeks Electrum 100% +100% 1-4 weeks Gold 100% +150% 1-4 weeks Platinum 100% +200% 1-4 weeks Mithral 100% +200% 1-4 weeks Adamantite 100% +500% 1-4 weeks Figure given is a percentage based on the normal price of the item plated. Table 3 Base Metals For Arms and Armor Cost of Encum- Usable item made brance Bonus or metals from metal* increase penalty Copper 75% -50% Weapons break on a to-hit roll of 1-3; +2 to armor class Bronze 90% -- Weapons break on a to-hit roll of 1-2; +1 to armor class Meteorite Special +50% Weapons gain +1 iron to hit**; no bonuses for armor class Mithral 500% -- Weapons gain +1 to hit and damage***; -1 to armor class Adamantite 1000% -- Weapons gain +2 to hit and damage****; -2 to armor class * Figure given is a percentage based on the normal price of the item made from given new base metal. ** May be enchanted up to +3 value as weapons or armor. *** May be enchanted up to +4 value as weapons or armor. **** May be enchanted up to +5 value as weapons or armor. (The last three footnotes were taken from the 1st Edition DMG, page 164.) AD&D, DARK SUN , FORGOTTEN REALMS, RAVENLOFT ETC. ARE COPYRIGHT OF THEIR ONE. WE DONT WANT TO VIOLATE IT. IT SHOULD BE TREATED AS A FANZINE. Note some weapons as been taken in the dragon magazine wich is publicate freely on the web.